diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs index 058fb6a38b..082f5e5db8 100644 --- a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs @@ -1113,17 +1113,14 @@ private void SendConnectionApprovedMessage(ulong approvedClientId) /// internal void CreateAndSpawnPlayer(ulong ownerId) { - if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide) - { - var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn(); - if (playerPrefab != null) - { - var globalObjectIdHash = playerPrefab.GetComponent().GlobalObjectIdHash; - var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation); - networkObject.IsSceneObject = false; - networkObject.NetworkManagerOwner = NetworkManager; - networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene); - } + var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn(); + if (playerPrefab != null) + { + var globalObjectIdHash = playerPrefab.GetComponent().GlobalObjectIdHash; + var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation); + networkObject.IsSceneObject = false; + networkObject.NetworkManagerOwner = NetworkManager; + networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene); } } diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs index ab6a0ea042..17669a335f 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs @@ -347,7 +347,7 @@ public void Handle(ref NetworkContext context) NetworkObject.Deserialize(serializedObject, m_ReceivedSceneObjectData, networkManager); } - if (networkManager.AutoSpawnPlayerPrefabClientSide) + if (networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide) { networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId); }