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fix
Removing the distributed authority check when receiving a client's synchronization as this is needed for client-server as well.
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+5
-8
lines changed

1 file changed

+5
-8
lines changed

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

Lines changed: 5 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -2605,16 +2605,13 @@ private void HandleSessionOwnerEvent(uint sceneEventId, ulong clientId)
26052605
ClientId = clientId
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});
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2608-
if (NetworkManager.DistributedAuthorityMode)
2608+
// Make sure we have a NetworkClient for this synchronized client
2609+
if (!NetworkManager.ConnectedClients.ContainsKey(clientId))
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{
2610-
// Make sure we have a NetworkClient for this synchronized client
2611-
if (!NetworkManager.ConnectedClients.ContainsKey(clientId))
2612-
{
2613-
NetworkManager.ConnectionManager.AddClient(clientId);
2614-
}
2615-
// Mark this client as being connected
2616-
NetworkManager.ConnectedClients[clientId].IsConnected = true;
2611+
NetworkManager.ConnectionManager.AddClient(clientId);
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}
2613+
// Mark this client as being connected
2614+
NetworkManager.ConnectedClients[clientId].IsConnected = true;
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}
26192616
else
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{

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