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fix
Only reset things that have been spawned are in-scene placed, and is assigned to the relative NetworkManager (for integration testing purposes)
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Lines changed: 2 additions & 1 deletion

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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1448,7 +1448,8 @@ internal void ServerResetShutdownStateForSceneObjects()
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var networkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true, includeInactive: true);
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foreach (var obj in networkObjects)
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{
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if (obj.HasBeenSpawned && obj.InScenePlaced)
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// Only reset things that have been spawned are in-scene placed, and is assigned to the relative NetworkManager (for integration testing purposes)
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if (obj.HasBeenSpawned && obj.InScenePlaced && obj.NetworkManagerOwner == NetworkManager)
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{
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obj.ResetOnShutdown();
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}

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