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fix: NetworkObjects do not honor when Auto Object Parent Sync is turned off (#2281)
* fix
This resolves the issue where NetworkObjects were not taking Auto Object Parent Sync into consideration.
* test
The test to validate that nested in-scene placed NetworkObjects that both have Auto Object Parent Synchronization enabled and disabled synchronize their transforms properly on the client side. The same test covers NetworkObjects nested under GameObjects with no NetworkObject components. All nested instances have varying position, rotation, and scale values.
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@@ -11,6 +11,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
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- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
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- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
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