fix: ChangeOwnership sending own clientId and added NetworkSceneHandle struct#3647
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NoelStephensUnity merged 36 commits intodevelop-2.0.0from Oct 10, 2025
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| { | ||
| "name": "Unity", | ||
| "expression": "6000.4.0a3", | ||
| "define": "SCENE_MANAGEMENT_SCENE_HANDLE_NO_INT_CONVERSION" |
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Out of curiosity, why 6000.4? Similar question to define above, why 6000.3
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Entities broke us 🥲 in 6.3 they introduced a struct instead of an int for the scene handle. and then in 6.4 they removed the implicit conversions between the struct and the int.
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Great job narrowing down the core issue with the more recent SceneHandle updates in v6.3 with a nice wrapper class, NetworkSceneHandle, to provide a smooth experience for users!
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In the name of "getting the PR queue uncongested", the changelog entry for this can be found in #3707 to avoid running through CI just for the entry update.
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Purpose of this PR
ClientIdslistNetworkSceneHandlestruct to wraps theSceneManagement.Scene.handlerepresentation.intto aSceneHandlestruct.intand theSceneHandleNetworkSceneHandlestruct allows us to hide this change from the rest of the codebase. It may also enable us to refactor our scene management as it gives us a more powerful representation of a scene.Jira ticket
MTTB-1570
MTTB-1646
Changelog
NetworkSceneHandlestruct that wraps theSceneManagement.Scene.handlerepresentation. This allows us to work smoothly with the latest functionality of scene management in the UnityEngineDocumentation
Testing & QA (How your changes can be verified during release Playtest)
We need to playtest with the SceneLoading scene to ensure that's still all working as expected.
Functional Testing
Manual testing :
Manual testing doneAutomated tests:
Covered by existing automated testsCovered by new automated testsDoes 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
This test is specific to 2.x so no backport required.