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fix: Letting NetworkVariables be serialized even if they're not going to be sent (#2263)
fix: Letting NetworkVariables be serialized even if they're not going to be sent. This prevents NetworkList synchronization issues
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com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs

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@@ -42,10 +42,6 @@ internal void NetworkBehaviourUpdate(NetworkManager networkManager)
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for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
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{
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var client = networkManager.ConnectedClientsList[i];
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if (networkManager.IsHost && client.ClientId == networkManager.LocalClientId)
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{
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continue;
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}
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if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
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{

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