From 762ff90cf3a3310bf1294926cf5260cad40db825 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Fri, 24 Jul 2026 13:46:57 -0500 Subject: [PATCH] update Resolving changes made to develop-2.0.0 and were missed in merge due to all of that script is defined out and we have not yet enabled the CI unified tests (which would have caught this). --- .../Runtime/SceneManagement/SceneEventData.cs | 2 +- .../Runtime/Spawning/GhostSpawnManager.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs index 99445d93d6..83974d882d 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs @@ -1104,7 +1104,7 @@ internal void SynchronizeSceneNetworkObjects(NetworkManager networkManager) // information during synchronization. if (serializedObject.HasGhost) { - if (networkManager.SpawnManager.GhostSpawnManager.ShouldDeferGhostSceneObject(serializedObject, InternalBuffer)) + if (networkManager.SpawnManager.GhostSpawnManager.ShouldDeferGhostSceneObject(serializedObject, m_InternalBuffer)) { continue; } diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/GhostSpawnManager.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/GhostSpawnManager.cs index 4077179f33..ed6b512494 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/GhostSpawnManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/GhostSpawnManager.cs @@ -144,7 +144,7 @@ internal NetworkObject ProcessGhostPendingSynchronization(ulong networkObjectId, { m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(serializedObject.NetworkSceneHandle); } - var networkObject = NetworkObject.Deserialize(serializedObject, reader, m_NetworkManager); + var networkObject = NetworkObject.DeserializeAndSpawnObject(serializedObject, reader, m_NetworkManager); // TODO-UNIFIED: How do we handle the "all in-scene placed objects are spawned notification"? //if (serializedObject.IsSceneObject)