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fix: Fixed additive scenes on host client
- This was broken by #a0f5a846
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c0a5dff95f
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@ -786,6 +786,14 @@ internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperati
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// Debug.Log("ClientChangeScene newSceneName:" + newSceneName + " networkSceneName:" + networkSceneName);
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// Let client prepare for scene change
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OnClientChangeScene(newSceneName, sceneOperation, customHandling);
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// After calling OnClientChangeScene, exit if server since server is already doing
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// the actual scene change, and we don't need to do it for the host client
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if (NetworkServer.active)
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return;
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// set client flag to stop processing messages while loading scenes.
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// otherwise we would process messages and then lose all the state
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// as soon as the load is finishing, causing all kinds of bugs
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@ -798,14 +806,6 @@ internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperati
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// Scene message in OnClientChangeScene and OnClientSceneChanged
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clientSceneOperation = sceneOperation;
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// Let client prepare for scene change
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OnClientChangeScene(newSceneName, sceneOperation, customHandling);
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// After calling OnClientChangeScene, exit if server since server is already doing
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// the actual scene change, and we don't need to do it for the host client
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if (NetworkServer.active)
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return;
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// scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
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// Do not call FinishLoadScene here. Custom handler will assign loadingSceneAsync and we need
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// to wait for that to finish. UpdateScene already checks for that to be not null and isDone.
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