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Client does not own client player prefab #3942

@Magman3000

Description

@Magman3000

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

  1. Build runs as host
  2. Editor runs as client
  3. 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

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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, ]

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    stat:awaiting-triageStatus - Awaiting triage from the Netcode team.stat:reply-neededAwaiting reply from Unity accounttype:bugBug Report

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