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fix: client owner with both owner read and write permissions on a NetworkVariable does not update the server when changed (#2097)
* fix
MTT-4266
This fixes the issue where a NetworkVariable that is set to owner read and write permissions and the owner is a client, then the server would not be updated with any changes to the NetworkVariable.
* test
This includes an additional test to check that a client owner with both Owner read and write permissions will only update changes to the NetworkVariable on the server.
* update
Adding the changelog entry for this fix.
* update
adding PR number.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -14,7 +14,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
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- Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097)
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- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096)
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- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
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- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
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- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
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