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@NoelStephensUnity NoelStephensUnity commented Dec 10, 2025

Purpose of this PR (WIP)

Fixing issue where spawning a player in distributed authority mode via a client, typically session owner, other than the newly connected client and scene management is disabled then the already spawned players will not properly get synchronized by each owning client due to the newly connected client's identifier already being added prior to synchronization.

Jira ticket

(WIP)

Changelog

  • Fixed: Issue where spawning a player in distributed authority mode via a client, typically session owner, other than the newly connected client and scene management is disabled then the already spawned players will not properly get synchronized by each owning client due to the newly connected client's identifier already being added prior to synchronization.

Documentation

  • No documentation changes or additions were necessary.

Testing & QA (How your changes can be verified during release Playtest)

Functional Testing

Manual testing :

Automated tests:

  • Covered by existing automated tests
  • Covered by new automated tests (WIP)

Does the change require QA team to:

  • Review automated tests?
  • Execute manual tests?
  • Provide feedback about the PR?

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Backports

DA specific, does not require backport.

Fixing issue where spawning a player in distributed authority mode via a client, typically session owner, other than the newly connected client and scene management is disabled then the already spawned players will not properly get synchronized by each owning client due to the newly connected client's identifier already being added prior to synchronization.
@NoelStephensUnity NoelStephensUnity requested a review from a team as a code owner December 10, 2025 04:40
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LGTM (beside missing Jira ticket which I guess we should have since it's an older issue)

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4 participants