Search Issue Tracker
Fixed in 5.3.0
Votes
2
Found in
5.2.1p3
Issue ID
735015
Regression
No
Derived NetworkManager with Awake method breaks NetworkManager if loading scenes
Steps to reproduce:
1. Open attached project
2. Open NetworkTestWorking scene and play
3. Host and observe everything happening as expected
4. Open NetworkTestBroken scene
5. Play and observe that OnClientConnect callback never fires
The only difference between the scenes is NetManager and NetManagerBroken scripts. NetManagerBroken includes an empty private Awake() method.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
EpicPandaGamer25
Mar 24, 2017 21:42
This is still broken for me on Unity 5.5.1f
Jolinah
Oct 18, 2015 19:36
This is a little workaround that uses .NET reflection:
System.Type type = typeof(NetworkManager);
var baseMethod = type.GetMethod("Awake", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
if (baseMethod != null) baseMethod.Invoke(this, null);