Skip to content

"Spawned NetworkObject was expected to exist" warning when despawning players on Pv2 #541

@LiamBoog

Description

@LiamBoog

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:

  1. Start at least 2 remote clients (not including the host) and give them ownership of a player NetworkObject
  2. Despawn one of the players
  3. The client(s) that wasn't despawned sees the warning

Expected behavior
The player NetworkObject should despawn for all clients with no warning.

Metadata

Metadata

Assignees

No one assigned

    Labels

    BugSomething isn't workingResolved Pending ReleaseIssue is resolved and will be available on the noted version.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions