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)