Search Issue Tracker
Fixed
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment