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Remove if check on internal CreateAndSpawnPlayer
1 parent 7c515b3 commit 3d9c914

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2 files changed

+9
-12
lines changed

2 files changed

+9
-12
lines changed

com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

Lines changed: 8 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -1113,17 +1113,14 @@ private void SendConnectionApprovedMessage(ulong approvedClientId)
11131113
/// </summary>
11141114
internal void CreateAndSpawnPlayer(ulong ownerId)
11151115
{
1116-
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
1117-
{
1118-
var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
1119-
if (playerPrefab != null)
1120-
{
1121-
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
1122-
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
1123-
networkObject.IsSceneObject = false;
1124-
networkObject.NetworkManagerOwner = NetworkManager;
1125-
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
1126-
}
1116+
var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
1117+
if (playerPrefab != null)
1118+
{
1119+
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
1120+
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
1121+
networkObject.IsSceneObject = false;
1122+
networkObject.NetworkManagerOwner = NetworkManager;
1123+
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
11271124
}
11281125
}
11291126

com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -347,7 +347,7 @@ public void Handle(ref NetworkContext context)
347347
NetworkObject.Deserialize(serializedObject, m_ReceivedSceneObjectData, networkManager);
348348
}
349349

350-
if (networkManager.AutoSpawnPlayerPrefabClientSide)
350+
if (networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide)
351351
{
352352
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
353353
}

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