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fix(spawning): Fixed an issue where host owned objects would not get visibility
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+12
-8
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1 file changed

+12
-8
lines changed

MLAPI/NetworkingManagerComponents/Core/SpawnManager.cs

Lines changed: 12 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -297,20 +297,24 @@ internal static void SpawnNetworkedObjectLocally(NetworkedObject netObject, ulon
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{
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NetworkingManager.Singleton.ConnectedClients[ownerClientId.Value].OwnedObjects.Add(netObject);
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}
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for (int i = 0; i < NetworkingManager.Singleton.ConnectedClientsList.Count; i++)
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{
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if (netObject.CheckObjectVisibility == null || netObject.CheckObjectVisibility(NetworkingManager.Singleton.ConnectedClientsList[i].ClientId))
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{
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netObject.observers.Add(NetworkingManager.Singleton.ConnectedClientsList[i].ClientId);
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}
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}
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}
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else if (playerObject && ownerClientId.Value == NetworkingManager.Singleton.LocalClientId)
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{
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NetworkingManager.Singleton.ConnectedClients[ownerClientId.Value].PlayerObject = netObject;
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}
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}
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if (NetworkingManager.Singleton.IsServer)
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{
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for (int i = 0; i < NetworkingManager.Singleton.ConnectedClientsList.Count; i++)
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{
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if (netObject.CheckObjectVisibility == null || netObject.CheckObjectVisibility(NetworkingManager.Singleton.ConnectedClientsList[i].ClientId))
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{
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netObject.observers.Add(NetworkingManager.Singleton.ConnectedClientsList[i].ClientId);
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}
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}
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}
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if (readPayload)
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{

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