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Fix InstantiateAndSpawn
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2 files changed

+4
-2
lines changed

2 files changed

+4
-2
lines changed

com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1929,7 +1929,7 @@ public NetworkObject InstantiateAndSpawn(NetworkManager networkManager, ulong ow
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return null;
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}
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return networkManager.SpawnManager.InstantiateAndSpawnNoParameterChecks(this, ownerClientId, destroyWithScene, isPlayerObject, forceOverride, position, rotation);
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return networkManager.SpawnManager.InstantiateAndSpawnNoParameterChecks(this, ownerClientId, destroyWithScene, isPlayerObject, forceOverride, position, rotation, networkManager);
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}
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/// <summary>

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

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -760,7 +760,7 @@ public NetworkObject InstantiateAndSpawn(NetworkObject networkPrefab, ulong owne
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/// <summary>
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/// !!! Does not perform any parameter checks prior to attempting to instantiate and spawn the NetworkObject !!!
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/// </summary>
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internal NetworkObject InstantiateAndSpawnNoParameterChecks(NetworkObject networkPrefab, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default)
763+
internal NetworkObject InstantiateAndSpawnNoParameterChecks(NetworkObject networkPrefab, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default, NetworkManager networkManager = null)
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{
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NetworkObject networkObject;
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// - Host and clients always instantiate the override if one exists.
@@ -782,6 +782,8 @@ internal NetworkObject InstantiateAndSpawnNoParameterChecks(NetworkObject networ
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Debug.LogError($"Failed to instantiate and spawn {networkPrefab.name}!");
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return null;
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}
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networkObject.NetworkManagerOwner = networkManager;
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networkObject.IsPlayerObject = isPlayerObject;
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networkObject.transform.SetPositionAndRotation(position, rotation);
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// If spawning as a player, then invoke SpawnAsPlayerObject

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