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Fixed

Votes

0

Found in [Package]

netcode-gameobjects-2.4.0

Issue ID

MTTB-1377

Regression

Yes

Network Object is not synchronized across clients when calling "Despawn" function

Package: Multiplayer Netcode for GameObjects

-

Reproduction steps:
1. Open the attached “IN-100817” project
2. Open the “Scenes/SampleScene” Scene
3. Open the Multiplayer Play Mode window (Window > Multiplayer > Multiplayer Play Mode)
4. Enable “Player 2”
5. Enter Play Mode
6. Connect the Editor as Host and the “Player 2” as Client through “Network Manager” component
7. Press “A” key on “Player 2” Game View
8. Observe the Hierarchy windows on both players

Expected result: “TestObject” GameObject is destroyed
Actual result: “TestObject” GameObject is only destroyed on the Host (Editor), while the Client (Player 2) still sees it

Reproducible with: 2.3.0, 2.4.0 (6000.0.51f1, 6000.1.7f1, 6000.2.0b5)
Not reproducible with: 1.13.0 (2022.3.63f1), 2.2.0 (6000.0.51f1, 6000.1.7f1, 6000.2.0b5)

Reproducible on: Windows 10
Not reproducible on: No other environments tested

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