Search Issue Tracker
Fixed
Fixed in netcode-gameobjects-2.4.2
Votes
0
Found in [Package]
2.4.0
Issue ID
MTTB-1371
Regression
No
Two NetworkManager Player GameObjects are auto-spawned on Client when using NetworkSceneManager
Reproduction steps:
1. Open the attached “IN-103953.zip” project
2. Click the dropdown next to the Play mode button
3. Choose “Server + 1C” Play mode Scenario
4. Enter Play mode
5. Observe the Console in the newly opened (Client) Editor
Expected result: No warnings, only one NetworkManager Player is spawned
Actual result: “Tryingto spawn NetworkObjectId 6 that already exists!” warning is shown and two Players are spawned
Reproducible with: 1.12.0, 2.4.0 (6000.0.50f1, 6000.1.6f1, 6000.2.0b5)
Couldn’t test with: 2022.3.62f1 (Package not supported)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- Also reproduces in builds running locally
- Also reported in discussions: https://discussions.unity.com/t/double-spawned-networkmanager-player-objects-when-using-networkscenemanager/1650791
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment