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fix: don't destroy with owner not being honored when client exits (#3477)
Based on issue #3472, this PR resolves the issue where the
`NetworkObject.DontDestroyWithOwner` was not being honored.
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new shiny feature [MTT-123]") -->
## Changelog
- Fixed: Issue where the `NetworkObject.DontDestroyWithOwner` was not
being honored.
## Testing and Documentation
- Includes integration test
`NetworkObjectDontDestroyWithOwnerTests.NetworkShowThenClientDisconnects`.
- No documentation changes or additions were necessary.
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### Deprecated API
- [ ] An `[Obsolete]` attribute was added along with a `(RemovedAfter
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- [ ] Deprecation of the API is explained in the CHANGELOG.
- [ ] The users can understand why this API was removed and what they
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## Backport
The v1.x branch does no have this issue, but went ahead and backported
the test in #3478.
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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -15,6 +15,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where the `NetworkObject.DontDestroyWithOwner` was not being honored. (#3477)
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- Fixed issue where non-authority `NetworkTransform` instances would not allow non-synchronized axis values to be updated locally. (#3471)
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- 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. (#3468)
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- Fixed issue where `NetworkVariable`s on a `NetworkBehaviour` could fail to synchronize changes if one has `NetworkVariableUpdateTraits` set and is dirty but is not ready to send. (#3466)
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