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Description
Description
I am using an additive scene architecture, with a PersistentScene containing a singleton NetworkBehaviour for scene control (SceneController).
When a client joins, the PersistentScene is synced, loading the SceneController into the ScenePlacedObjects Dictionary.
When the additive scene is synced (OnClientBeginSync), the ScenePlacedObjects Dictionary is cleared.
When SynchronizeSceneNetworkObjects runs, the InternalBuffer still has a reference to the SceneController, and the globalObjectIdHash is passed to GetSceneRelativeInSceneNetworkObject.
The ScenePlacedObjects does not contain the key for the SceneController, and returns null, leading to the Soft Synchronization failure.
Actual Outcome
See attachment.
Expected Outcome
Additive scene loads without trying to load SceneController NetworkObject
Screenshots
See attachment
Environment
- OS: Windows 10
- Unity Version: 2022.2.5
- Netcode Version: 1.3.1
- Using Facepunch for transport
Additional Context
I can send project privately on request
Soft sync bug.pptx