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This "should" fix the Rust server issue... I think? (Tested local instance on 6000.5.0a7 and it passes everything)
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-5
lines changed

3 files changed

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com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -912,7 +912,7 @@ internal void ReadClientReSynchronizationData(FastBufferReader reader)
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if (networkObjectsToRemove.Length > 0)
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{
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var networkObjects = FindObjects.ByType<NetworkObject>();
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var networkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true);
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var networkObjectIdToNetworkObject = new Dictionary<ulong, NetworkObject>();
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foreach (var networkObject in networkObjects)
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{

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

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1455,7 +1455,7 @@ internal void DespawnAndDestroyNetworkObjects()
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internal void DestroySceneObjects()
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{
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var networkObjects = FindObjects.ByType<NetworkObject>();
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var networkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true);
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for (int i = 0; i < networkObjects.Length; i++)
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{
@@ -1486,7 +1486,7 @@ internal void DestroySceneObjects()
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internal void ServerSpawnSceneObjectsOnStartSweep()
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{
1489-
var networkObjects = FindObjects.ByType<NetworkObject>();
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var networkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true);
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var networkObjectsToSpawn = new List<NetworkObject>();
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for (int i = 0; i < networkObjects.Length; i++)
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{

com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/IntegrationTestSceneHandler.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -159,7 +159,7 @@ private static void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadScen
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private static void ProcessInSceneObjects(Scene scene, NetworkManager networkManager)
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{
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// Get all in-scene placed NeworkObjects that were instantiated when this scene loaded
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var inSceneNetworkObjects = FindObjects.ByType<NetworkObject>().Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
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var inSceneNetworkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true).Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
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foreach (var sobj in inSceneNetworkObjects)
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{
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ProcessInSceneObject(sobj, networkManager);
@@ -708,7 +708,7 @@ public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkMa
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{
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// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
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// are despawned.
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var networkObjects = FindObjects.ByType<NetworkObject>().Where((c) => c.IsSpawned);
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var networkObjects = FindObjects.ByType<NetworkObject>(orderByIdentifier: true).Where((c) => c.IsSpawned);
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var distributedAuthority = networkManager.DistributedAuthorityMode;
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foreach (var networkObject in networkObjects)
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{

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