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fix
When no player prefab, don't throw an exception (needs a test)
1 parent 61688b9 commit 481ff8e

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Lines changed: 1 addition & 1 deletion

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com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -972,7 +972,7 @@ internal void HandleConnectionApproval(ulong ownerClientId, bool createPlayerObj
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}
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// Server-side spawning (only if there is a prefab hash or player prefab provided)
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var idHashToSpawn = playerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab?.GetComponent<NetworkObject>()?.GlobalObjectIdHash;
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var idHashToSpawn = (playerPrefabHash != null && playerPrefabHash.HasValue) ? playerPrefabHash.Value : NetworkManager.NetworkConfig.PlayerPrefab != null ? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>()?.GlobalObjectIdHash : null;
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if (!NetworkManager.DistributedAuthorityMode && createPlayerObject && idHashToSpawn.HasValue)
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{
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var playerObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(idHashToSpawn.Value, ownerClientId, playerPosition, playerRotation);

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