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Description
Description
See repro steps for a very simple way to reproduce this issue on the 2.1.1 release with the social hub sample.
I'm testing distributed authority on the latest version of NGO (develop-2.0.0 - d218b29) and I seem to be hitting a bug where players aren't showing up for everyone. The second player to join the session sees the first player, but the first player doesn't see the second player (or the opposite). This was working correctly on the 2.0.0 release version.
I've pinpointed the regression to these changes:
0bef65c#diff-a2f5ce32109de67feb6d19e873648504db771b6639787844b854b7cfc2dbd0e0R38
5f7441c#diff-a2f5ce32109de67feb6d19e873648504db771b6639787844b854b7cfc2dbd0e0R35
I logged the messages sent and received to see what's going on. The second player sends the NetworkMessageTypes.CreateObject message, but the first player doesn't receive it. The first player does receive the NetworkMessageTypes.NetworkTransformMessages that comes after this, so I don't know why only CreateObject gets dropped.
The reason I'm working on the latest NGO version is that I'm trying to add code to synchronize my scenes which are preloaded from addressables. But I've been testing without my changes and with scene management disabled to rule out my code.
Reproduce Steps
- Open social hub distributed authority sample (I'm on main, commit 022594f453adf5bd26f7cc40dd3ee27b06002738)
- Disable scene management on the Network Manager. I realize that other features will not work without scene management, but this is the easiest way to reproduce the issue.
- Duplicate the project and open in a second editor.
- Play both editors and join the same session
Actual Outcome
Player 1 sees player 2, but player 2 doesn't see player 1 (or the opposite).
Expected Outcome
Players can see each other.
Screenshots
Environment
- OS: Windows 10
- Unity Version: 6000.0.23f1
- Netcode Version: 2.1.1 or newer
- Netcode Commit: Latest tested is 022594f453adf5bd26f7cc40dd3ee27b06002738

