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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -20,6 +20,7 @@ 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 dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
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- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
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- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
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- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
thrownewException($"{nameof(GetSceneOriginHandle)} called when {nameof(SceneOriginHandle)} is still zero but the {nameof(NetworkObject)} is already spawned!");
Assert.IsTrue(sceneOriginHandle==activeSceneHandle,$"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
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