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fix: error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate #1509

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Merged
merged 6 commits into from
Dec 8, 2021

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ShadauxCat
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MTT-1847
fixes #1445

Changelog

com.unity.netcode.gameobjects

  • Fixed: Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate

Testing and Documentation

  • Includes integration tests.
  • No documentation changes or additions were necessary.

…gement disabled when one or more objects is hidden via the CheckObjectVisibility delegate
@@ -29,6 +29,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed client player object being destroyed on server when the client's player object has DontDestroyWithOwner set. (#1433)
- Fixed: NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1481)
- Fixed: Fixed: Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
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"Fixed: Fixed: Fixed error ..." :P

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Suggested change
- Fixed: Fixed: Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
- Fixed: Fixed: Fixed: Fixed: Corrected error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)

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lgtm but I'd like to defer to @NoelStephensUnity

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@NoelStephensUnity NoelStephensUnity left a comment

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Nice adjustment to work around the scene object count.
LGTM!

@ShadauxCat ShadauxCat enabled auto-merge (squash) December 8, 2021 00:11
@ShadauxCat ShadauxCat merged commit 0b40c44 into develop Dec 8, 2021
@ShadauxCat ShadauxCat deleted the fix/hidden_objects_serialization_errors branch December 8, 2021 00:39
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
…gement disabled when one or more objects is hidden via the CheckObjectVisibility delegate (Unity-Technologies#1509)

* fix: error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate

* Changelog

* standards

* Fixed the "Fixed: Fixed: Fixed", fixing the "fixed" count so it's fixed at 2 fixeds.

Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com>
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Setting all NetworkObjects to invisible causes BufferOverflow error
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