Description
SpawnWithObservers set to false, but network object spawns on later joined clients
Reproduce Steps
- Load TestProject from this repository
- In Scene located at path Scenes/SampleScene in game object [NetworkManager] disable chekbox Enable Scene Manager
- In player prefab PlayerCube located at path Prefabs/PlayerCube in component NetworkObject disable chekbox SpawnWithObservers
- Save and build project with only current scene selected in build window
- Start three instance of built application
- Click Create server in first application (server)
- Click Join Game in second application (client_1)
- Click Join Game in third application (client_2)
Actual Outcome
Client_1 have one spawned player object of client_1
Client_2 have two spawned player objects of client_1 and client_2
Expected Outcome
Clients 1 and 2 have no spawned objects on the scene.
Second client should not see the player object of the first client, because the first client's player object has the SpawnWithObservers parameter set to false
Screenshots

Environment
- OS: [Windows 11]
- Unity Version: [2022.3.8]
- Netcode Version: [1.5.2]
Additional Context
Possible problem is in class ConnectionApprovedMessage line 48

I think you should add check of SpawnWithObservers property, like this:

Description
SpawnWithObservers set to false, but network object spawns on later joined clients
Reproduce Steps
Actual Outcome
Client_1 have one spawned player object of client_1
Client_2 have two spawned player objects of client_1 and client_2
Expected Outcome
Clients 1 and 2 have no spawned objects on the scene.
Second client should not see the player object of the first client, because the first client's player object has the SpawnWithObservers parameter set to false
Screenshots
Environment
Additional Context
Possible problem is in class ConnectionApprovedMessage line 48

I think you should add check of SpawnWithObservers property, like this:
