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fix: networkshow client synchronization duplicate players #3488
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Merged
NoelStephensUnity
merged 6 commits into
develop-2.0.0
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fix/networkshow-client-synchronization-duplicate-players
Jun 10, 2025
Merged
fix: networkshow client synchronization duplicate players #3488
NoelStephensUnity
merged 6 commits into
develop-2.0.0
from
fix/networkshow-client-synchronization-duplicate-players
Jun 10, 2025
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This fixes the issue where spawning a prefab that is configured to be spawned with no observers just prior to synchronizing a client and showing the spawned object to the client about to be synchronized within a NetworkBehaviour attached to the newly spawn prefab instance would result in a duplicate creation of the same prefab instance due to NetworkShow being deferred until the end of the frame. This fix excludes any spawned NetworkObjects that have pending visibility for a client that is being synchronized.
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EmandM
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Jun 10, 2025
NoelStephensUnity
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Jun 10, 2025
…Show with ChangeOwnership fixes [Backport] (#3493) The PR resolves the issue discovered when investigating the [Forum-1651980 issue](https://discussions.unity.com/t/netcode-for-gameobjects-2-4-0-released/1651980/2). The initial client synchronization pre-serialization preparation was not excluding any spawned `NetworkObject` instances that had a pending visibility update for the client being synchronized. This fix adds this check to that process. [MTTB-1372](https://jira.unity3d.com/browse/MTTB-1372) This addresses the [Forum-Support-1646996](https://discussions.unity.com/t/does-networkshow-assign-ownership-internally-in-unity-netcode/1646996/10) issue where it was determined if you invoke `NetworkObject.NetworkShow` and then immediately invoke `NetworkObject.ChangeOwnership` (or somewhere within the same callstack for that frame) the target client will get an error regarding an unnecessary `ChangeOwnershipMessage`. [MTTB-1337](https://jira.unity3d.com/browse/MTTB-1337) ## Changelog - Fixed: Issue where the initial client synchronization pre-serialization process was not excluding spawned `NetworkObjects` that already had pending visibility for the client being synchronized. - Fixed: Issue where invoking `NetworkObject.NetworkShow` and `NetworkObject.ChangeOwnership` consecutively within the same call stack location could result in an unnecessary change in ownership error message generated on the target client side. ## Testing and Documentation - Includes integration tests. - No Documentation changes were required. <!-- Uncomment and mark items off with a * if this PR deprecates any API: ### Deprecated API - [ ] An `[Obsolete]` attribute was added along with a `(RemovedAfter yyyy-mm-dd)` entry. - [ ] An [api updater] was added. - [ ] Deprecation of the API is explained in the CHANGELOG. - [ ] The users can understand why this API was removed and what they should use instead. --> ## Backport This is a back port of #3488. This is a partial back port of #3468. <!-- If this is a backport: - Add the following to the PR title: "\[Backport\] ..." . - Link to the original PR. If this needs a backport - state this here If a backport is not needed please provide the reason why. If the "Backports" section is not present it will lead to a CI test failure. -->
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The PR resolves the issue discovered when investigating the Forum-1651980 issue. The initial client synchronization pre-serialization preparation was not excluding any spawned
NetworkObject
instances that had a pending visibility update for the client being synchronized. This fix adds this check to that process.MTTB-1372
Changelog
NetworkObjects
that already had pending visibility for the client being synchronized.Testing and Documentation
PlayerSpawnObjectVisibilityTests
.Backport
This requires a backport to v1.0 (#3493)