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fix: client writing to netvar error #468
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Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs
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This reverts commit 23aa716.
removing urgent label, let's fix this properly. This shouldn't block this release |
Put on hold waiting for PR #477 |
NoelStephensUnity
approved these changes
Feb 10, 2022
removed OnHold label as PR #477 is postponed |
Just an FYI:
|
fernando-cortez
approved these changes
Mar 29, 2022
SamuelBellomo
approved these changes
Mar 29, 2022
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Description (*)
From some investigation I found that there exists certain cases that lead to the
OnNetworkSpawned
method to be called onNetworkBehaviors
a few frames after theirAwake
andStart
happened. These cases are during the client synchronization process, when late joining, if there are multiple additive scenes to load and theNetworkObject
that thisNetworkBehavior
is attached to is placed in-scene in one of those scenes, except the last one to be loaded. In those cases,OnNetworkSpawned
is called on all in-scene placed objects only after all additive scenes are loaded, which leads to this delay for theNetworkObject
s in the first scenes to load.Related Pull Requests
Issue Number(s) (*)
Fixes issue(s): MTT-2921
Manual testing scenarios
I could not reproduce the specific issue this PR addresses, but I tested that these changes make it so the
NetworkBehavior
'sUpdate
orFixedUpdate
are never called on clients in the cases mentioned in the description and that it works properly as before on the host.Questions or comments
If this fix is approved, I think it should also be applied to our other
NetworkBehavior
s that should only execute on the server.Contribution checklist