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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed NetworkTransform LastSentState not initialized at time of spawning. (#2106)

## [1.0.0] - 2022-06-27

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Expand Up @@ -862,7 +862,7 @@ public override void OnNetworkSpawn()
{
TryCommitTransformToServer(m_Transform, m_CachedNetworkManager.LocalTime.Time);
}
m_LocalAuthoritativeNetworkState = m_ReplicatedNetworkState.Value;
m_LastSentState = m_LocalAuthoritativeNetworkState = m_ReplicatedNetworkState.Value;
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I will look into this issue in #2102 since there are some adjustments that could fix the issue you might be experiencing with client-side authority. m_LastSentState should be only set by the authority as that is all it is used for, and this change will set it on both non-authoritative and authoritative (although setting it on the non-authoritative side shouldn't have any real impact to non-authoritative instances).


// crucial we do this to reset the interpolators so that recycled objects when using a pool will
// not have leftover interpolator state from the previous object
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