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Copy file name to clipboardExpand all lines: .github/workflows/conventional-pr.yml
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@@ -18,7 +18,7 @@ jobs:
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steps:
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- name: semantic-pull-request
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# Internal Unity mirror available at jesseo/action-semantic-pull-request, but actions from private repos aren't supported, so continue to use the public one below
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed DestroyObject flow on non-authority game clients. (#3291)
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- Fixed exception being thrown when a `GameObject` with an associated `NetworkTransform` is disabled. (#3243)
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- Fixed issue where the scene migration synchronization table was not cleaned up if the `GameObject` of a `NetworkObject` is destroyed before it should have been. (#3230)
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- Fixed issue where the scene migration synchronization table was not cleaned up upon `NetworkManager` shutting down. (#3230)
NetworkLog.LogWarning($"[{nameof(DestroyObjectMessage)}] Received destroy object message for NetworkObjectId ({NetworkObjectId}) on Client-{networkManager.LocalClientId}, but that {nameof(NetworkObject)} does not exist!");
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}
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return;
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}
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// If we are deferring the despawn, then add it to the deferred despawn queue
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if(networkManager.DistributedAuthorityMode)
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{
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if(DeferredDespawnTick>0)
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// If we are deferring the despawn, then add it to the deferred despawn queue
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// If DAHost has reached this point, it is not valid to add to the queue
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if(DeferredDespawnTick>0&&!networkManager.DAHost)
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{
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// Clients always add it to the queue while DAHost will only add it to the queue if it is not a targeted destroy or it is and the target is the
NetworkLog.LogError($"OnDespawnNonAuthorityObject called on object {networkObject.NetworkObjectId} when is current client {NetworkManager.LocalClientId} has authority on this object.");
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}
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// On the non-authority, never destroy the game object when InScenePlaced, otherwise always destroy on non-authority side
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