Skip to content

fix: dead imps spawning on late join #399

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Closed
wants to merge 1 commit into from
Closed
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,16 @@ public LifeState LifeState
/// </summary>
public event Action<Vector3> ReceivedClientInput;

void Start()
{
// This removes characters who are in the scene but have not been spawned, i.e. imps that have despawned
// before this client connected to the server
if (IsClient && !IsSpawned)
{
Destroy(gameObject);
}
}

public override void OnNetworkSpawn()
{
if (!IsServer) return;
Expand Down