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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -29,6 +29,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where scenes additively loaded before a session started were tracked as loaded on the server but had no scene handle entries, which caused `NetworkSceneManager.UnloadScene` to log an error and leave the scene registered as loaded even though it unloaded on all peers. (#4146)
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- Issue with not being able to spawn initially disabled in-scene placed objects. (#4093)
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- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
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- Issue where a user could spawn runtime created `NetworkObject` that has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn. (#4093)
Assert.IsTrue(sceneManager.ScenesLoaded.ContainsKey(preLoadedScene.handle),$"{k_PreLoadedScene} is not in {nameof(NetworkSceneManager.ScenesLoaded)}!");
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Assert.IsTrue(sceneManager.ServerSceneHandleToClientSceneHandle.ContainsKey(preLoadedScene.handle),$"{k_PreLoadedScene} is not in {nameof(NetworkSceneManager.ServerSceneHandleToClientSceneHandle)}!");
AssertOnTimeout($"Timed out waiting for {k_PreLoadedScene} to unload!");
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Assert.IsFalse(sceneManager.ScenesLoaded.ContainsKey(preLoadedScene.handle),$"{k_PreLoadedScene} was unloaded but is still in {nameof(NetworkSceneManager.ScenesLoaded)}!");
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Assert.IsFalse(sceneManager.ServerSceneHandleToClientSceneHandle.ContainsKey(preLoadedScene.handle),$"{k_PreLoadedScene} was unloaded but is still in {nameof(NetworkSceneManager.ServerSceneHandleToClientSceneHandle)}!");
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