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fix: OnSceneEvent should raise Unload events for all scenes not just additive scenes [MTT-3580] (#1975)
* fix
MTT-3580
This resolves the issue with the active scene and any additively loaded scenes not sending scene event notifications to inform the user that the scenes did, indeed, unload.
* Update CHANGELOG.md
* Update CHANGELOG.md
* Update CHANGELOG.md
* test - NetworkSceneManagerEventNotifications - update
Added some additional tests for switch scene notifications for additively loaded scenes and the currently active scene.
* update
Minor update to NetworkSceneManager.SceneUnloadEventHandler to deal with the scenario where a scene is unloaded but NetworkManager has already shutdown.
* update
Final changelog update.
MTT-3580
* update
Added some shutdown code to make sure SceneUnloadEventHandler cleans up after itself in the event a large scene is in the middle of loading and the player exits the current game-session.
Cleaned up some comments.
Cleaned up some debug output in the NetworkSceneManagerEventNotifications test.
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@@ -20,7 +20,9 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Removed
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### Fixed
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- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
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- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
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- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
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- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
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-`FixedString` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper (#1961)
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