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Gameobjects active state is now synced when objects are spawned
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MLAPI/MonoBehaviours/Core/NetworkingManager.cs

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -491,13 +491,15 @@ private void HandleIncomingData(int clientId, byte[] data, int channelId)
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uint networkId = messageReader.ReadUInt32();
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int ownerId = messageReader.ReadInt32();
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int prefabId = messageReader.ReadInt32();
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bool isActive = messageReader.ReadBoolean();
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if(isPlayerObject)
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{
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SpawnManager.SpawnPlayerObject(ownerId, networkId);
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}
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else
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{
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SpawnManager.SpawnObject(prefabId, networkId, ownerId);
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GameObject go = SpawnManager.SpawnObject(prefabId, networkId, ownerId);
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go.SetActive(isActive);
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}
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}
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}
@@ -980,6 +982,7 @@ private void HandleApproval(int clientId, bool approved)
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writer.Write(pair.Value.NetworkId);
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writer.Write(pair.Value.OwnerClientId);
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writer.Write(pair.Value.SpawnablePrefabIndex);
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writer.Write(pair.Value.gameObject.activeInHierarchy);
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}
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}
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}

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