Description
When the host loads a new global scene and moves player objects into it, on the host side, the remote player object's SyncVar values get reset. This does not trigger an OnChange, it's just happening on the host for some reason.
Replication
Steps to reproduce the behavior:
Import example
Add both scenes to build settings
Open StartScene
Start a host client and a solo client
In the host client observe that the SyncVars on the Player objects are filled in
Press the "L" key to load a new scene globally and move the players into it
In the host client observe that the SyncVar on the remote Player object has been reset to blank, but it is fine for the host player object.
Expected behavior
It's expected that this doesn't happen.
Confirmed. Can also be reproduced as clientHost only by taking clientHost player and moving a scene object out of observation range, then back in again.
General Unity version: 6000.0.5f1 Fish-Networking version: 4.3.7 Pro Discord link: https://discord.com/channels/424284635074134018/1262225558964797462/1262225558964797462
Description When the host loads a new global scene and moves player objects into it, on the host side, the remote player object's SyncVar values get reset. This does not trigger an OnChange, it's just happening on the host for some reason.
Replication Steps to reproduce the behavior:
Expected behavior It's expected that this doesn't happen.
Video https://github.com/user-attachments/assets/eda70dd0-5e2a-4e27-a9bf-1cdb36a1b472
Example File SyncVarResetBug.zip