Search Issue Tracker
Fixed
Votes
0
Found in
2019.2
2019.3.0f1
2020.1
Issue ID
1206943
Regression
No
[UNET] Network Manager is kept in memory on Play mode exit when Network Manager is saved as a Prefab
How to reproduce:
1. Open the attached project "1206943.zip"
2. Open the Empty Scene and enter Play mode
3. Notice that nothing happens and exit Play mode
4. Open the Loading Scene and enter Play mode
5. Wait for the Scenes to finish loading and exit Play mode
6. Open the Empty Scene and enter Play mode
Expected result: No Scenes are loaded
Actual result: Title Scene is loaded
Reproducible with: 2019.2.19f1, 2019.3.0f5, 2020.1.0a20
Notes:
The issue is not reproducible on Unity 2017.4 ClientChangeScene method is missing in NetworkManager.
Could not test on Unity 2018.4 due to Multiplayer HLAPI errors.
Disabling reload domain in Enter Play Mode Settings fixes the issue.
Adding a Shutdown() call to the OnDestroy method of the NetworkManager seems to fix the issue.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Non-multisampled texture binding errors are logged when running the DepthBlit URP scene with MSAA enabled on Vulkan
- The Editor does not recognize code errors in generic classes when using C# Source Generator to generate serialization code
- Long Sprite names are not truncated in the Inspector window name label and the preview labels when a Sprite with a long name is selected
- NullReferenceException is logged when undoing Deletion of a Visual Query Block of a Search Expression
- “Unsupported type MinMaxCurve” error and “Could not register property modification for animation binding…” warnings are thrown after moving playhead when Particle System Property is added to Animation window
Add comment