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fix: NetworkList resets after spawn on client-server when using owner write #3850
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Merged
NoelStephensUnity
merged 11 commits into
develop-2.0.0
from
fix/3848-networklist-not-updating-on-player-instances
Jan 23, 2026
Merged
fix: NetworkList resets after spawn on client-server when using owner write #3850
NoelStephensUnity
merged 11 commits into
develop-2.0.0
from
fix/3848-networklist-not-updating-on-player-instances
Jan 23, 2026
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LGTM beside the fact that we should add a test for this edge case |
Removing trailing space from comment.
michalChrobot
approved these changes
Jan 22, 2026
This resolves an issue discovered after peer review where using just `HasAuthority` as part of the check within `NetworkList.OnSpawned` while using a distributed authority topology and spawning with ownership (i.e. Client-A spawns with ownership where Client-B is the owner) would result in any changes made on the authority side during spawn would not be synchronized. The solution was to add `NetworkObject.IsSpawnAuthority` (internal) that is only set on the spawn authority side (i.e. the side that generates the `CreateObjectMessage`).
Removing single trailing whitespace from comment.
Only populate the owner write NetworkList values when running the owner write tests.
NoelStephensUnity
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Jan 23, 2026
… write (#3850) * fix Only the spawn authority should reset the sent time and reset the dirty flag for NetworkList changes to avoid sending both the CreateObjectMessage (which would contain the changes) plus the NetworkVariableDeltaMessage. * style updating comment in area updated for further clarity on the requirements to resetting the dirty and last sent time after the associated NetworkObject has been spawned. * update Adding change log entry. * style Rephrasing change log entry. * style One last adjustment to the comment over the area fixed. * test Updating NetworkListTests to include an owner write test scenario that validates initial spawn, late join with spawn, and then changes to the owner write NetworkLists. * style - PVP Removing trailing space from comment. * update & test This resolves an issue discovered after peer review where using just `HasAuthority` as part of the check within `NetworkList.OnSpawned` while using a distributed authority topology and spawning with ownership (i.e. Client-A spawns with ownership where Client-B is the owner) would result in any changes made on the authority side during spawn would not be synchronized. The solution was to add `NetworkObject.IsSpawnAuthority` (internal) that is only set on the spawn authority side (i.e. the side that generates the `CreateObjectMessage`). * style - PVP Removing single trailing whitespace from comment.
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This is a regression bug and will need to be cherry picked into a release/2.8.1 hot-patch fix branch
Purpose of this PR
Only the spawn authority should reset the sent time and reset the dirty flag for NetworkList changes to avoid sending both the CreateObjectMessage (which would contain the changes) plus the NetworkVariableDeltaMessage.
Jira ticket
UUM-132685
fix: #3848
Changelog
NetworkListwith owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority.Documentation
Testing & QA (How your changes can be verified during release Playtest)
Functional Testing
Manual testing :
Manual testing doneAutomated tests:
Covered by existing automated testsCovered by new automated testsNetworkListTests.OwnerWriteTests.Does the change require QA team to:
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.
Backports
No backport required.