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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
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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