Search Issue Tracker

Fixed

Votes

0

Found in [Package]

netcode-gameobjects-2.4.2

Issue ID

MTTB-1406

Regression

Yes

GameObject in the client is not synchronized with the changes made in the server when it is initially included in the Hierarchy and Despawn() is called from the Server

Package: Multiplayer Netcode for GameObjects

-

How to reproduce:

1. Open the project “IN-105228_NetworkDespawn”
2. Open the SampleScene, Project → Assets → Scene
3. File → Build Profiles → Build
4. Run two instances of the Standalone Builds
5. On one of the Standalone Builds click “Client”
6. On the other Standalone Build click “Server”
7. On the same (Server) Standalone Build click “Despawn Sphere”
8. Observe the “Client” Standalone Build

Expected result: Sphere GameObject is not present in the Standalone Build (Client) the same as Standalone Build (Server)
Actual result: Sphere GameObject still remains in the Standalone Build (Client) unlike Standalone Build (Server)

Reproducible with: 2.3.0 (6000.1.9f1), 2.4.2 (6000.0.51f1, 6000.1.9f1, 6000.2.0b7)
Not reproducible with: 1.13.0 (2022.3.63f1), 2.2.0 (6000.1.9f1)

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Note: Spawning in an object and then despawning it, will work as intended, despawning it for both client and server

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.