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fix(NetworkConnectionToClient): DestroyOwnedObjects use RemovePlayerForConnection for scene objects instead of UnSpawn
- Scene objects need to stay alive for everyone else by default - Users can choose to Unspawn for themselves.
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@ -204,10 +204,9 @@ internal void DestroyOwnedObjects()
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{
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{
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if (netIdentity != null)
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if (netIdentity != null)
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{
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{
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// unspawn scene objects, destroy instantiated objects.
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// disown scene objects, destroy instantiated objects.
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// fixes: https://github.com/MirrorNetworking/Mirror/issues/3538
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if (netIdentity.sceneId != 0)
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if (netIdentity.sceneId != 0)
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NetworkServer.UnSpawn(netIdentity.gameObject);
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NetworkServer.RemovePlayerForConnection(this, RemovePlayerOptions.KeepActive);
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else
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else
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NetworkServer.Destroy(netIdentity.gameObject);
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NetworkServer.Destroy(netIdentity.gameObject);
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}
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}
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