General
Unity version: 2.22.2.19
Fish-Networking version: 3.11.6
Discord link: https://discord.com/channels/424284635074134018/1170104943307395193/1170104943307395193
Description
Whenever a player NetworkObject gets despawned, other remote clients get the following warning before the object is destroyed locally for them: "Spawned NetworkObject was expected to exist but does not for Id [despawned ObjectId]. This may occur if you sent a NetworkObject reference which does not exist, be it destroyed or if the client does not have visibility."
Replication
Steps to reproduce the behavior:
- Start at least 2 remote clients (not including the host) and give them ownership of a player NetworkObject
- Despawn one of the players
- The client(s) that wasn't despawned sees the warning
Expected behavior
The player NetworkObject should despawn for all clients with no warning.
General
Unity version: 2.22.2.19
Fish-Networking version: 3.11.6
Discord link: https://discord.com/channels/424284635074134018/1170104943307395193/1170104943307395193
Description
Whenever a player NetworkObject gets despawned, other remote clients get the following warning before the object is destroyed locally for them: "Spawned NetworkObject was expected to exist but does not for Id [despawned ObjectId]. This may occur if you sent a NetworkObject reference which does not exist, be it destroyed or if the client does not have visibility."
Replication
Steps to reproduce the behavior:
Expected behavior
The player NetworkObject should despawn for all clients with no warning.