Description
When the client joins the game, the prefab spawned in response is not owned by that client. This test was run with the build as the host and the editor as the client, but the inverse yields the same results.
Reproduce Steps
- Build runs as host
- Editor runs as client
- PlayerController script on client reaches
if(!IsOwner) and runs Debug.Log("Spawned Not Owner: " + IsSpawned); returning Spawned Not Owner: True.
Actual Outcome
The Player Prefab of the client is not owned by the player
Expected Outcome
The Player prefab and connecting scripts being owned by the client
Screenshots
Environment
- OS: [Windows]
- Unity Version: [e.g. 6000.2.3f1]
- Netcode Version: [2.10.0 ]
- Netcode Commit: [e.g. https://github.com/Unity- Technologies/com.unity.netcode.gameobjects/commit/ba418fa5b600ad9eb61fab0575f12fbecc2c6520]
- Netcode Topology: [Default Unity Transport, ]
Description
When the client joins the game, the prefab spawned in response is not owned by that client. This test was run with the build as the host and the editor as the client, but the inverse yields the same results.
Reproduce Steps
if(!IsOwner)and runsDebug.Log("Spawned Not Owner: " + IsSpawned);returning Spawned Not Owner: True.Actual Outcome
The Player Prefab of the client is not owned by the player
Expected Outcome
The Player prefab and connecting scripts being owned by the client
Screenshots
Environment