fix: spawn disabled in scene placed and network prefab registration - #4093
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NoelStephensUnity merged 25 commits intoJul 28, 2026
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Using the fixed version of NetworkPrefabHandlerSpawnAndSynchronizeTests. Fixing some issues with prefab and handler creation.
…and-network-prefab-registration
NoelStephensUnity
marked this pull request as ready for review
July 21, 2026 19:10
| CreateServerAndClients(NumberOfClients); | ||
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| internal virtual bool ShouldCreatePlayerPrefab() |
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We might make this protected, but it seemed we needed a way to more easily control whether we should spawn the player prefab or not.
Codecov ReportAttention: Patch coverage is @@ Coverage Diff @@
## develop-2.0.0 #4093 +/- ##
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- Coverage 73.87% 73.83% -0.04%
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Files 172 172
Lines 28013 28094 +81
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+ Hits 20695 20744 +49
- Misses 7318 7350 +32
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... and 4 files with indirect coverage changes
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EmandM
reviewed
Jul 23, 2026
…egistration' of https://github.com/Unity-Technologies/com.unity.netcode.gameobjects into fix/spawn-disabled-in-scene-placed-and-network-prefab-registration
…and-network-prefab-registration
NoelStephensUnity
enabled auto-merge (squash)
July 24, 2026 18:53
Clarified the categories of NetworkObjects and their requirements. Added details for dynamically instantiated and in-scene placed NetworkObjects.
EmandM
approved these changes
Jul 24, 2026
NoelStephensUnity
disabled auto-merge
July 24, 2026 22:36
jabbacakes
approved these changes
Jul 28, 2026
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
NoelStephensUnity
enabled auto-merge (squash)
July 28, 2026 14:35
…and-network-prefab-registration
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July 28, 2026 23:13
michalChrobot
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Aug 3, 2026
* chore: Adding a note about DontDestroyOnLoad usage for Networked scene objects (#4070) Docs correction * ci: Split code coverage into Package Test and Project Test jobs (#4101) * ci: Split code coverage into Package Test and Project Test jobs Convert the existing coverage job to [Code Coverage] Package Test - NGO [ubuntu, trunk] and add [Code Coverage] Project Test - NGO testproject [ubuntu, trunk]. Wire Package Test into PR/nightly triggers and Project Test into the weekly run. * ci: Run both coverage jobs on PR and nightly * ci: Use pinnedTrunk for PR coverage and drop package-test job * chore: Point CMB resources at new monorepo (#4106) * chore: Point CMB resources at new monorepo * fix: NetworkVariable change prior to ownership change using distributed authority topology fails to sync NetworkVariable (#4107) * fix This resolves the issue where in a distributed authority session changing a NetworkVariable prior to changing ownership in the same call-stack would result in the NetworkVariable not being synchronized. * fix - update Removing the additional authority check as it is not needed. Fixing a very edge case scenario that shouldn't happen but in the event it does when finding objects by type within a specific scene, if the scene is invalid then use an empty array for the found objects. * fix: spawn disabled in scene placed and network prefab registration (#4093) * fix - Issue where disabled in-scene placed NetworkObjects could not be spawned after starting a session. - Issue where users are allowed to spawn a NetworkObject with a GlobalObjectIdHash value of 0 (zero). * update NetworkAnimator not pointing to an animator within awake now just logs a warning as opposed to an error. * test Updating tests based on the fixes applied to this branch. A large portion is related to some integration tests trying to spawn NetworkObjects with a GlobalObjectIdHash value of zero(0). * update Style and providing internal write access to the prefabs list. * test Potentially last iteration on fixing/updating integration tests. * test - fix Using the fixed version of NetworkPrefabHandlerSpawnAndSynchronizeTests. Fixing some issues with prefab and handler creation. * style Fixing formatting issues. * style Fixing some standards formatting related issues. * style removing trailing spaces. * style Super weird one... but using ? as opposed to an if null check. * style Removing commented out code that is no longer needed/used. * update Committing suggested changes. Co-authored-by: Emma <emma.mcmillan@unity3d.com> * update Applying changes based on review discussion. * update Making adjustments based on review discussion. * style Removing field that is no longer valid. Moving Awake higher in NetworkObject as it has become wedged in the middle of the code. * update Adding change log entries. * update Inverting logic (oops) * doc Updating NetworkObject documentation and in-scene placed documentation. * Update documentation for the two types of NetworkObjects Clarified the categories of NetworkObjects and their requirements. Added details for dynamically instantiated and in-scene placed NetworkObjects. * style White spaces! * Apply suggestions from code review Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> * docs: Docs-wide link fixes and xref update (#4102) * Docs-wide link fixes and xref update * Typo in API docs * chore: Add NGO_EXCLUDE_HEAVY_TESTS define (#4114) Add NGO_EXCLUDE_HEAVY_TESTS --------- Co-authored-by: Nikos <nikos@unity3d.com> Co-authored-by: Emma <emma.mcmillan@unity3d.com> Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> Co-authored-by: Amy Reeve <amy.reeve@unity3d.com> Co-authored-by: mnachury-unity <120488254+mnachury-unity@users.noreply.github.com>
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Purpose of this PR
This is a continuation of the fixes for the initial spawn sequence on the session owner/server side.
This PR includes:
NetworkObjectif it is initially disabled in the scene.NetworkObjects during runtime where theNetworkObject.GlobalObjectIdHashis zero.Jira ticket
NA
Changelog
NetworkObjectthat has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn.Documentation
Testing & QA (How your changes can be verified during release Playtest)
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Review automated tests?Execute manual tests?Provide feedback about the PR?If any boxes above are checked the QA team will be automatically added as a PR reviewer.
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Up-port is required.
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