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fix: imps self-destroying on clients when late-joining with multiple additive scenes loaded #574
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Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs
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Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs
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…d adding public property to get NetState
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Last nitpick, but good to go otherwise.
Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
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…onent in root gameobject
Noel is looking at this bug here https://jira.unity3d.com/browse/MTT-2924 |
This PR is not related to that bug (I think you have #399 in mind). This is for an issue on our side, where in the case of multiple scenes being loaded additively, when synchronizing, there are a few frames on the client where Update and FixedUpdate are called before OnNetworkSpawn happens. |
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approving once other conversations are solved
Description (*)
This PR makes sure ClientCharacterVisualization is only enabled on clients when it is spawned. This prevents Update from being called at the wrong time, causing it to self-destruct. This PR also removes an unneeded property and moves the OnDestroy code to OnNetworkDespawn to better mirror its initialization in OnNetworkSpawn.
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Issue Number(s) (*)
Fixes issue(s): MTT-2433
Manual testing scenarios
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