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Failed to spawn Network Object when Client Joins #3897

Closed as not planned
Closed as not planned

Description

@Magman3000

Description

A clear and concise description of what the bug is.

Reproduce Steps

  1. Hosted using the Build.
  2. Joined as a client using the editor.

Actual Outcome

Second character spawns, but controls don't work.

Expected Outcome

Spawns a working character.

Screenshots

Image [Netcode] Failed to create object locally. [globalObjectIdHash=3783451317]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager? UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable`1,System.Nullable`1,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:863) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915) Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3265) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224) Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311) Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656) Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29) Unity.Netcode.NetworkMessageManager:ReceiveMessage (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

[Netcode] Failed to spawn NetworkObject for Hash 3783451317.
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3273)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

[Netcode] Failed to create object locally. [globalObjectIdHash=161353281]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:863)
Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3265)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

[Netcode] Failed to spawn NetworkObject for Hash 161353281.
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3273)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.NetworkBehaviour.__endSendRpc (Unity.Netcode.FastBufferWriter& bufferWriter, System.UInt32 rpcMethodId, Unity.Netcode.RpcParams rpcParams, Unity.Netcode.RpcAttribute+RpcAttributeParams attributeParams, Unity.Netcode.SendTo defaultTarget, Unity.Netcode.RpcDelivery rpcDelivery) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:354)
SceneControl.AddPlayer_ServerRpc (Unity.Netcode.NetworkBehaviourReference playRef) (at Assets/Scripts/GameState/SceneControl.cs:23)
PlayerController.OnEnable () (at Assets/Scripts/Player/PlayerController.cs:34)
UnityEngine.Behaviour:set_enabled(Boolean)
Enabler:Enable(Int32) (at Assets/Scripts/Player/Enabler.cs:22)
Enabler:OnNetworkSpawn() (at Assets/Scripts/Player/Enabler.cs:12)
Unity.Netcode.NetworkBehaviour:NetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:814)
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:2553)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager:NonAuthorityLocalSpawn(NetworkObject, SerializedObject&, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1129)
Unity.Netcode.NetworkObject:Deserialize(SerializedObject&, FastBufferReader, NetworkManager, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3335)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
Unity.Netcode.SceneEventMessage:Handle(NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.<>c:b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

Environment

OS: [Windows]
Unity Version: [e.g. 6000.2.3f1]
Netcode Version: [2.10.0 ]
Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/ba418fa5b600ad9eb61fab0575f12fbecc2c6520]
Netcode Topology: [Default Unity Transport, ]

Additional Context

Image Image

Activity

  1. EmandM commented on Mar 13, 2026

    @EmandM
    Member

    Are you sure that the prefab you're trying to load is registered against the NetworkManager in both the build and the Editor?

  2. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 13, 2026
  3. removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    stat:awaiting-triageStatus - Awaiting triage from the Netcode team.
    on Mar 13, 2026
  4. Magman3000 commented on Mar 13, 2026

    @Magman3000
    Author

    Yes, at least as far as I can find.

    When hosting with the editor, error messages disappear, but things still don't work

    PS: Why is "Close Issue" the default?

  5. EmandM commented on Mar 16, 2026

    @EmandM
    Member

    Hmmm, it looks like there's an issue inside our RPC processing that's causing things after it to fail. Could you move any RPC calls that you have inside OnNetworkSpawn into OnNetworkPostSpawn? Or try without calling any RPCs during the player spawning?

    We can maybe help further if you can post the code that you have inside the NetworkBehaviours that are attached to your player prefab?

  6. Magman3000 commented on Mar 16, 2026

    @Magman3000
    Author

    With Client Calling RPC disabbled

    Image

    [Netcode] Failed to create object locally. [globalObjectIdHash=3783451317]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:863)
    Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3265)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    [Netcode] Failed to spawn NetworkObject for Hash 3783451317.
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3273)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    With Client Calling RPC from Pre spawned script.

    Image

    [Netcode] Failed to create object locally. [globalObjectIdHash=3783451317]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:863)
    Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3265)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    [Netcode] Failed to spawn NetworkObject for Hash 3783451317.
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3273)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    [Netcode] Failed to create object locally. [globalObjectIdHash=161353281]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:863)
    Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3265)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    [Netcode] Failed to spawn NetworkObject for Hash 161353281.
    UnityEngine.Debug:LogError (object)
    Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
    Unity.Netcode.NetworkObject:Deserialize (Unity.Netcode.NetworkObject/SerializedObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3273)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

    NullReferenceException: Object reference not set to an instance of an object
    Unity.Netcode.NetworkBehaviour.__endSendRpc (Unity.Netcode.FastBufferWriter& bufferWriter, System.UInt32 rpcMethodId, Unity.Netcode.RpcParams rpcParams, Unity.Netcode.RpcAttribute+RpcAttributeParams attributeParams, Unity.Netcode.SendTo defaultTarget, Unity.Netcode.RpcDelivery rpcDelivery) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:354)
    SceneControl.AddPlayer_ServerRpc (Unity.Netcode.NetworkBehaviourReference playRef) (at Assets/Scripts/GameState/SceneControl.cs:28)
    SceneControl.AddPlayer (PlayerController player) (at Assets/Scripts/GameState/SceneControl.cs:22)
    PlayerController.OnEnable () (at Assets/Scripts/Player/PlayerController.cs:35)
    UnityEngine.Behaviour:set_enabled(Boolean)
    Enabler:Enable(Int32) (at Assets/Scripts/Player/Enabler.cs:22)
    Enabler:OnNetworkSpawn() (at Assets/Scripts/Player/Enabler.cs:12)
    Unity.Netcode.NetworkBehaviour:NetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:814)
    Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:2553)
    Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
    Unity.Netcode.NetworkSpawnManager:NonAuthorityLocalSpawn(NetworkObject, SerializedObject&, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1129)
    Unity.Netcode.NetworkObject:Deserialize(SerializedObject&, FastBufferReader, NetworkManager, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:3335)
    Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2329)
    Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2224)
    Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2155)
    Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
    Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
    Unity.Netcode.SceneEventMessage:Handle(NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:29)
    Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:568)
    Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:422)
    Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:448)
    Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:349)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:191)
    Unity.Netcode.<>c:b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)

  7. 74 remaining items

  8. NoelStephensUnity commented on Apr 13, 2026

    @NoelStephensUnity
    Member

    @Squashi11
    Magman3000's response would resolve the issue if it was an in-scene placed instance of a registered prefab.

    Regarding providing a name, the error is occurring on the client side which means it has received a spawn message or is synchronizing and the only information available (at the time it is failing) is the GlobalObjectIdHash for the prefab it could not find...which if it could be found then we could provide the name of the prefab (which I do agree would be helpful)...but since it is not available it becomes a bit trickier.

  9. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Apr 13, 2026
  10. EmandM commented on Apr 14, 2026

    @EmandM
    Member

    The name was added to the debug log in #3907. That change will be included in the next release!

    Edit: I was mistaken, that change is unrelated to this issue.

  11. Squashi11 commented on Apr 15, 2026

    @Squashi11

    The name was added to the debug log in #3907. That change will be included in the next release!

    Great! Do you happen to know the release date of the next NGO version..? (or what is the release schedule?) because it has been 3 weeks so far, thanks

  12. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Apr 15, 2026
  13. NoelStephensUnity commented on Apr 21, 2026

    @NoelStephensUnity
    Member

    Hi @Squashi11,
    @EmandM mistakenly thought this was a different issue you had filed.
    However, there is some work in progress that will include a fix to change that log from a local log to a local log that also triggers a log on the server side where the server can provide additional information about the prefab in question.

  14. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Apr 21, 2026
  15. NoelStephensUnity commented on Apr 21, 2026

    @NoelStephensUnity
    Member

    @Magman3000
    Is this issue similar or related to #3942?
    If so, then I will close this issue out as a duplicate and we can focus on #3942.

  16. github-actions commented on May 8, 2026

    @github-actions

    This issue has been automatically marked as stale because it has been awaiting response for over 2 weeks without any activity.
    Please update the issue with any new information or it may be closed in 2 weeks.

  17. added
    StaleAdded after 30 days since stat:awaiting response was added (if it's still present)
    on May 8, 2026
  18. github-actions commented on May 22, 2026

    @github-actions

    This issue has been automatically closed because it has been stale for 2 weeks without any activity. Feel free to reopen if you have new information to add.

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