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Failed to spawn Network Object when Client Joins #3897
Description
Description
A clear and concise description of what the bug is.
Reproduce Steps
- Hosted using the Build.
- Joined as a client using the editor.
Actual Outcome
Second character spawns, but controls don't work.
Expected Outcome
Spawns a working character.
Screenshots
[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

Activity
EmandM commentedon Mar 16, 2026
Ok, what this looks like is that the server is telling the client to create an object that the client doesn't know about. This either means the scene that the server has loaded doesn't exist on the client, or that the server is dynamically instantiating a prefab that the client doesn't have in the
NetworkManager.NetworkPrefabsList.If you look at the logged message:
[Netcode] Failed to create object locally. [globalObjectIdHash=3783451317]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?there's aglobalObjectIdHashthat's logged. When you host the game in the Editor, you should be able to click through your NetworkObjects and find the one that has a matchingGlobalObjectIdHash(you can see this field greyed out in the editor. Ensure the prefab with the matching hash is registered in the NetworkManager's Network Prefabs Lists fieldMagman3000 commentedon Mar 16, 2026
Both Player and Bullets, the NetObject prefabs that donät start in the scene are in the NetworkPrefabs, emptied network prefabs of everything else, did not fix things.
EmandM commentedon Mar 17, 2026
Can you post here the GlobalObjectIdHash of all the NetworkObjects that are listed in your NetworkPrefabs list, along with the code you are using for spawning NetworkObjects?
Magman3000 commentedon Mar 17, 2026
Not sure where to find Hash
Default Network Prefabs Asset Data
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e651dbb3fbac04af2b8f5abf007ddc23, type: 3}
m_Name: DefaultNetworkPrefabs
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkPrefabsList
IsDefault: 1
List:
Prefab: {fileID: 5429880492664765952, guid: b382afba56d2a004793792146a118dc9, type: 3}
SourcePrefabToOverride: {fileID: 0}
SourceHashToOverride: 0
OverridingTargetPrefab: {fileID: 0}
Prefab: {fileID: 133013595944243765, guid: b7cfee3619251a24f9bac1db3feb1e63, type: 3}
SourcePrefabToOverride: {fileID: 0}
SourceHashToOverride: 0
OverridingTargetPrefab: {fileID: 0}
Prefab: {fileID: 3675304794424270537, guid: ec9056787d5e1514ca71de64a7cdd3bc, type: 3}
SourcePrefabToOverride: {fileID: 0}
SourceHashToOverride: 0
OverridingTargetPrefab: {fileID: 0}
Magman3000 commentedon Mar 17, 2026
Missclicked
NoelStephensUnity commentedon Mar 17, 2026
@Magman3000 ,
It looks like you could be sending an RPC during
NetworkBehaviour.OnNetworkSpawnwhich looks like it is sending an RPC via another NetworkBehaviour and/or NetworkObject.Possible reasons why with fixes:
NetworkBehaviourof anotherNetworkObjectthat could "not be spawned yet" during synchronization, then you would want to overrideNetworkBehaviour.OnNetworkSessionSynchronizedwithin a NetworkBehvaiour on the player prefab and invoke the RPC on the other (now spawned) object within this overridden method.NetworkBehaviour.OnInSceneObjectsSpawnedwhich assures all in-scene placed NetworkObjects have been spawned before trying to do a cross-NetworkObject RPC invocation.NetworkBehaviourthe RPC is being invoked on is associated with the sameNetworkObjectbut it has yet to have its OnNetworkSpawn invoked. (less likely scenario)NetworkBehaviour.OnNetworkPostSpawn.The two things that caught my attention were:
Unity.Netcode.NetworkBehaviour:NetworkSpawn(in bold below)SceneControl.AddPlayer_ServerRpc. (in bold below)==================================
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)
==================================
Magman3000 commentedon Mar 18, 2026
Error disappeared, but OnNetworkSessionSynchronized() won't call.
NoelStephensUnity commentedon Mar 18, 2026
Is that happening on just the Host or on all clients?
If it is happening on the Host, then you can invoke the RPC (only for the host) on the Host player's NetworkBehaviour you were originally invoking it on... but during OnNetworkPostSpawn... and wrap that in an
if (IsHost)to assure that only happens there.If it is happening on all clients, then could it mean you are only invoking the RPC on the server-side?
If this is the case, then could you describe which NetworkBehaviour you added the OnNetworkSessionSynchronized virtual method?
The other thing I am noticing is you have a lot of failed prefabs... you will want to make sure your NetworkManager's network prefab list contains all prefab instances that could be dynamically spawned... which is (most of the time) the sign that a client does not have the same pefabs as the server.
Side note:
Another thing I noticed about the call-stack (just did a double check) is this:
===============================================================
SceneControl.AddPlayer (PlayerController player) (at Assets/Scripts/GameState/SceneControl.cs:22)
PlayerController.OnEnable () (at Assets/Scripts/Player/PlayerController.cs:35)
===============================================================
Which means upon the PlayerController being enabled (not spawned) it was trying to invoke an RPC... I don't think this should impact the change you just made, but wanted to bring that to your attention so you try to avoid that pattern in the future.
If all else fails
You can always submit a bug in the editor, reference this specific GitHub issue, and post the ticket number for the bug report filed here so we can expedite it getting into our queue. If you are still having issues, this might be the fastest path to finding the issue since filing a bug report in the editor will include your project which will make finding the issue faster...as well it provides us with additional insights as to how we can help improve your development experience (i.e. we might find a bug in our code =or= see how you arrived to the issue and potentially see a way to help guide you and/or improve our documentation).
Magman3000 commentedon Mar 18, 2026
At the start of OnNetworkSessionSynchronized, a Debug.Log is called immediately, which doesn't happen when joining as a client.
EmandM commentedon Mar 19, 2026
I'm not sure there's much more help that we can provide through Github issues. Do you mind reporting a bug in the editor (Help -> Report a bug...) and linking the bug number here. That way we'll have more details and can have a look at the project to be able to better help you.
Squashi11 commentedon Mar 19, 2026
We are facing the same issue
EmandM commentedon Mar 19, 2026
This definitely looks like something funky that we haven't been able to replicate on our end. If you can make a bug report in the editor and then post the tracking ID here, we can do a deeper investigation.
Squashi11 commentedon Mar 19, 2026
I created a bug report with some reproduction steps ! CASE IN-137819
Feel free to reach me with more questions
Squashi11 commentedon Mar 20, 2026
Hello, I finally found out what the issue was! We were creating objects and adding the network prefab component during runtime! Which is not supported we are dumb.
This fixed the HASH issue!
You need to spawn a network prefab , you cannot add network object component and try to spawn it
Magman3000 commentedon Mar 20, 2026
My prefabs all have network objects already on them.
Magman3000 commentedon Mar 20, 2026
Enabler Script calling OnNetworkSpawn() and returning if(!IsHost)
Message
[Netcode] StartClient
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:StartClient () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1375)
Buttons:Client () (at Assets/Scripts/GameState/Buttons.cs:23)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
[Netcode] Initialize
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:Initialize (bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1184)
Unity.Netcode.NetworkManager:StartClient () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1390)
Buttons:Client () (at Assets/Scripts/GameState/Buttons.cs:23)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
[Netcode] [Approval Pending][Client] Transport connection with server established! Awaiting connection approval...
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkConnectionManager:ConnectEventHandler (ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:567)
Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent (Unity.Netcode.NetworkEvent,ulong,System.ArraySegment
1<byte>,single) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:472) Unity.Netcode.NetworkTransport:InvokeOnTransportEvent (Unity.Netcode.NetworkEvent,ulong,System.ArraySegment1,single) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/NetworkTransport.cs:53)Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/UTP/UnityTransport.cs:1081)
Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/UTP/UnityTransport.cs:1149)
Unity.Netcode.NetworkTransport:EarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/NetworkTransport.cs:131)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:341)
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] [Client-1] Connection approved! Synchronizing...
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.ConnectionApprovedMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs:271)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ConnectionApprovedMessage> (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)
Spawn
UnityEngine.Debug:Log (object)
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 (Unity.Netcode.NetworkObject,ulong,bool,bool,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager:NonAuthorityLocalSpawn (Unity.Netcode.NetworkObject,Unity.Netcode.NetworkObject/SerializedObject&,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1129)
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:3335)
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)
Error
[Netcode] Failed to create object locally. [globalObjectIdHash=3783451317]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
0x00007ffe91b7341e (Unity) StackWalker::ShowCallstack
0x00007ffe91b82d29 (Unity) PlatformStacktrace::GetStacktrace
0x00007ffe92df35ce (Unity) Stacktrace::GetStacktrace
0x00007ffe933c99cf (Unity) DebugStringToFile
0x00007ffe90bbab90 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x00000206c6f3153d (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
0x00000206c6f313f3 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x00000206c6f3100b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000206c6f30d50 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x00000206f100efe5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000206f100ef8b (Mono JIT Code) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
0x00000206f0fda9bb (Mono JIT Code) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable
1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:865)0x00000206f0fd9e53 (Mono JIT Code) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
0x00000206f0fd869b (Mono JIT Code) 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)
0x00000206f0fd6823 (Mono JIT Code) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
0x00000206f0fc9443 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2332)
0x00000206f0fcc143 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2225)
0x00000206f0fcadbb (Mono JIT Code) Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2157)
0x00000206f0fc930b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
0x00000206f0fc2f0b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
0x00000206f0fc28a3 (Mono JIT Code) Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:30)
0x00000206f0fc25a3 (Mono JIT Code) 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:570)
0x00000206f0fba285 (Mono JIT Code) (wrapper delegate-invoke) :invoke_void_FastBufferReader_NetworkContext&NetworkMessageManager (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager)
0x00000206f0fb8f8f (Mono JIT Code) 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:423)
0x00000206f0f929bb (Mono JIT Code) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:449)
0x00000206f0f5e40b (Mono JIT Code) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:351)
0x000002063803b39b (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:182)
0x000002063803b9cb (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)
0x00000206ed670b48 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this_ (object,intptr,intptr,intptr)
0x00007ffe98836e7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffe98778874 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ffe98778960 (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ffe91a9e034 (Unity) scripting_method_invoke
0x00007ffe91a765d3 (Unity) ScriptingInvocation::Invoke
0x00007ffe91703814 (Unity) ExecutePlayerLoop
0x00007ffe91703835 (Unity) ExecutePlayerLoop
0x00007ffe91709cef (Unity) PlayerLoop
0x00007ffe928160ea (Unity) EditorPlayerLoop::Execute
0x00007ffe9282cd8f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ffe9282eb5f (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ffe92828912 (Unity) Application::TickTimer
0x00007ffe92df8c0c (Unity) MainMessageLoop
0x00007ffe92dffc77 (Unity) UnityMain
0x00007ff62dd42f2a (Unity) __scrt_common_main_seh
0x00007fffc617e8d7 (KERNEL32) BaseThreadInitThunk
0x00007fffc7b0c48c (ntdll) RtlUserThreadStart
[Netcode] Failed to spawn NetworkObject for Hash 3783451317.
0x00007ffe91b7341e (Unity) StackWalker::ShowCallstack
0x00007ffe91b82d29 (Unity) PlatformStacktrace::GetStacktrace
0x00007ffe92df35ce (Unity) Stacktrace::GetStacktrace
0x00007ffe933c99cf (Unity) DebugStringToFile
0x00007ffe90bbab90 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x00000206c6f3153d (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
0x00000206c6f313f3 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x00000206c6f3100b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000206c6f30d50 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x00000206f100efe5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000206f100ef8b (Mono JIT Code) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
0x00000206f0fd8743 (Mono JIT Code) 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)
0x00000206f0fd6823 (Mono JIT Code) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
0x00000206f0fc9443 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2332)
0x00000206f0fcc143 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2225)
0x00000206f0fcadbb (Mono JIT Code) Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2157)
0x00000206f0fc930b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
0x00000206f0fc2f0b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
0x00000206f0fc28a3 (Mono JIT Code) Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:30)
0x00000206f0fc25a3 (Mono JIT Code) 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:570)
0x00000206f0fba285 (Mono JIT Code) (wrapper delegate-invoke) :invoke_void_FastBufferReader_NetworkContext&NetworkMessageManager (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager)
0x00000206f0fb8f8f (Mono JIT Code) 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:423)
0x00000206f0f929bb (Mono JIT Code) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:449)
0x00000206f0f5e40b (Mono JIT Code) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:351)
0x000002063803b39b (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:182)
0x000002063803b9cb (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)
0x00000206ed670b48 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this_ (object,intptr,intptr,intptr)
0x00007ffe98836e7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffe98778874 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ffe98778960 (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ffe91a9e034 (Unity) scripting_method_invoke
0x00007ffe91a765d3 (Unity) ScriptingInvocation::Invoke
0x00007ffe91703814 (Unity) ExecutePlayerLoop
0x00007ffe91703835 (Unity) ExecutePlayerLoop
0x00007ffe91709cef (Unity) PlayerLoop
0x00007ffe928160ea (Unity) EditorPlayerLoop::Execute
0x00007ffe9282cd8f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ffe9282eb5f (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ffe92828912 (Unity) Application::TickTimer
0x00007ffe92df8c0c (Unity) MainMessageLoop
0x00007ffe92dffc77 (Unity) UnityMain
0x00007ff62dd42f2a (Unity) __scrt_common_main_seh
0x00007fffc617e8d7 (KERNEL32) BaseThreadInitThunk
0x00007fffc7b0c48c (ntdll) RtlUserThreadStart
[Netcode] Failed to create object locally. [globalObjectIdHash=161353281]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
0x00007ffe91b7341e (Unity) StackWalker::ShowCallstack
0x00007ffe91b82d29 (Unity) PlatformStacktrace::GetStacktrace
0x00007ffe92df35ce (Unity) Stacktrace::GetStacktrace
0x00007ffe933c99cf (Unity) DebugStringToFile
0x00007ffe90bbab90 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x00000206c6f3153d (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
0x00000206c6f313f3 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x00000206c6f3100b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000206c6f30d50 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x00000206f100efe5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000206f100ef8b (Mono JIT Code) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
0x00000206f0fda9bb (Mono JIT Code) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn (uint,ulong,System.Nullable
1<UnityEngine.Vector3>,System.Nullable1<UnityEngine.Quaternion>,bool,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:865)0x00000206f0fd9e53 (Mono JIT Code) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SerializedObject,byte[]) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:915)
0x00000206f0fd869b (Mono JIT Code) 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)
0x00000206f0fd6823 (Mono JIT Code) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
0x00000206f0fc9443 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2332)
0x00000206f0fcc143 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2225)
0x00000206f0fcadbb (Mono JIT Code) Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2157)
0x00000206f0fc930b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
0x00000206f0fc2f0b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
0x00000206f0fc28a3 (Mono JIT Code) Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:30)
0x00000206f0fc25a3 (Mono JIT Code) 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:570)
0x00000206f0fba285 (Mono JIT Code) (wrapper delegate-invoke) :invoke_void_FastBufferReader_NetworkContext&NetworkMessageManager (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager)
0x00000206f0fb8f8f (Mono JIT Code) 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:423)
0x00000206f0f929bb (Mono JIT Code) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:449)
0x00000206f0f5e40b (Mono JIT Code) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:351)
0x000002063803b39b (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:182)
0x000002063803b9cb (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)
0x00000206ed670b48 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this_ (object,intptr,intptr,intptr)
0x00007ffe98836e7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffe98778874 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ffe98778960 (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ffe91a9e034 (Unity) scripting_method_invoke
0x00007ffe91a765d3 (Unity) ScriptingInvocation::Invoke
0x00007ffe91703814 (Unity) ExecutePlayerLoop
0x00007ffe91703835 (Unity) ExecutePlayerLoop
0x00007ffe91709cef (Unity) PlayerLoop
0x00007ffe928160ea (Unity) EditorPlayerLoop::Execute
0x00007ffe9282cd8f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ffe9282eb5f (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ffe92828912 (Unity) Application::TickTimer
0x00007ffe92df8c0c (Unity) MainMessageLoop
0x00007ffe92dffc77 (Unity) UnityMain
0x00007ff62dd42f2a (Unity) __scrt_common_main_seh
0x00007fffc617e8d7 (KERNEL32) BaseThreadInitThunk
0x00007fffc7b0c48c (ntdll) RtlUserThreadStart
[Netcode] Failed to spawn NetworkObject for Hash 161353281.
0x00007ffe91b7341e (Unity) StackWalker::ShowCallstack
0x00007ffe91b82d29 (Unity) PlatformStacktrace::GetStacktrace
0x00007ffe92df35ce (Unity) Stacktrace::GetStacktrace
0x00007ffe933c99cf (Unity) DebugStringToFile
0x00007ffe90bbab90 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x00000206c6f3153d (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
0x00000206c6f313f3 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x00000206c6f3100b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x00000206c6f30d50 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x00000206f100efe5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x00000206f100ef8b (Mono JIT Code) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:34)
0x00000206f0fd8743 (Mono JIT Code) 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)
0x00000206f0fd6823 (Mono JIT Code) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/SceneEventData.cs:1132)
0x00000206f0fc9443 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2332)
0x00000206f0fcc143 (Mono JIT Code) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2225)
0x00000206f0fcadbb (Mono JIT Code) Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2157)
0x00000206f0fc930b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2311)
0x00000206f0fc2f0b (Mono JIT Code) Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2656)
0x00000206f0fc28a3 (Mono JIT Code) Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/SceneEventMessage.cs:30)
0x00000206f0fc25a3 (Mono JIT Code) 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:570)
0x00000206f0fba285 (Mono JIT Code) (wrapper delegate-invoke) :invoke_void_FastBufferReader_NetworkContext&NetworkMessageManager (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager)
0x00000206f0fb8f8f (Mono JIT Code) 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:423)
0x00000206f0f929bb (Mono JIT Code) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/NetworkMessageManager.cs:449)
0x00000206f0f5e40b (Mono JIT Code) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:351)
0x000002063803b39b (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:182)
0x000002063803b9cb (Mono JIT Code) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkUpdateLoop.cs:214)
0x00000206ed670b48 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this_ (object,intptr,intptr,intptr)
0x00007ffe98836e7e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffe98778874 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3068)
0x00007ffe98778960 (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3115)
0x00007ffe91a9e034 (Unity) scripting_method_invoke
0x00007ffe91a765d3 (Unity) ScriptingInvocation::Invoke
0x00007ffe91703814 (Unity) ExecutePlayerLoop
0x00007ffe91703835 (Unity) ExecutePlayerLoop
0x00007ffe91709cef (Unity) PlayerLoop
0x00007ffe928160ea (Unity) EditorPlayerLoop::Execute
0x00007ffe9282cd8f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ffe9282eb5f (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ffe92828912 (Unity) Application::TickTimer
0x00007ffe92df8c0c (Unity) MainMessageLoop
0x00007ffe92dffc77 (Unity) UnityMain
0x00007ff62dd42f2a (Unity) __scrt_common_main_seh
0x00007fffc617e8d7 (KERNEL32) BaseThreadInitThunk
0x00007fffc7b0c48c (ntdll) RtlUserThreadStart
Message
Spawn
UnityEngine.Debug:Log (object)
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 (Unity.Netcode.NetworkObject,ulong,bool,bool,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager:NonAuthorityLocalSpawn (Unity.Netcode.NetworkObject,Unity.Netcode.NetworkObject/SerializedObject&,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1129)
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:3335)
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)
Return
UnityEngine.Debug:Log (object)
Enabler:OnNetworkSpawn () (at Assets/Scripts/Player/Enabler.cs:15)
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 (Unity.Netcode.NetworkObject,ulong,bool,bool,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager:NonAuthorityLocalSpawn (Unity.Netcode.NetworkObject,Unity.Netcode.NetworkObject/SerializedObject&,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1129)
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:3335)
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] [Client-1][Scene Management Enabled] Synchronization complete!
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2393)
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)
Enabler.cs Line 23[public void OnNetworkSessionSynchronized()]
Enabler.cs Line 24[Debug.Log("Sync");] was not called,
Enabler with public void OnNetworkPostSpawn()
Message
[Netcode] StartClient
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:StartClient () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1375)
Buttons:Client () (at Assets/Scripts/GameState/Buttons.cs:23)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
[Netcode] Initialize
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:Initialize (bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1184)
Unity.Netcode.NetworkManager:StartClient () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1390)
Buttons:Client () (at Assets/Scripts/GameState/Buttons.cs:23)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
[Netcode] [Approval Pending][Client] Transport connection with server established! Awaiting connection approval...
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkConnectionManager:ConnectEventHandler (ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:567)
Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent (Unity.Netcode.NetworkEvent,ulong,System.ArraySegment
1<byte>,single) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:472) Unity.Netcode.NetworkTransport:InvokeOnTransportEvent (Unity.Netcode.NetworkEvent,ulong,System.ArraySegment1,single) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/NetworkTransport.cs:53)Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/UTP/UnityTransport.cs:1081)
Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/UTP/UnityTransport.cs:1149)
Unity.Netcode.NetworkTransport:EarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/NetworkTransport.cs:131)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:341)
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] [Client-1] Connection approved! Synchronizing...
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.ConnectionApprovedMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs:271)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ConnectionApprovedMessage> (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] [Client-1][Scene Management Enabled] Synchronization complete!
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/SceneManagement/NetworkSceneManager.cs:2393)
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)
Debug.Log("Spawn"); is not called either with this.
NoelStephensUnity commentedon Mar 24, 2026
@Magman3000
Could you provide context to what is being spawned as well as provide screenshots of the network prefab list you created and added your network prefabs?
When you see 3783451317, this means it has a generic/default GlobalObjectId hash value which means that most likely there is something about how you are spawning things... not saying this is what you are doing, but an example would be trying to dynamically create a network prefab during runtime and spawn that...
Otherwise, if you are not doing anything "unique" in your spawn process, I would recommend submitting a bug in the editor so we can look at your project to determine what the issue is. (post here with the ticket assigned to your editor filed issue so we can get that expedited into our issues DB).
Magman3000 commentedon Mar 30, 2026
Video of my issue:
(https://drive.google.com/file/d/1tADjg22tPt4ZYInli-0z0G7grObaySaO/view?usp=sharing)
Magman3000 commentedon Mar 30, 2026
EmandM commentedon Mar 30, 2026
Your video does not answer our questions:
PrefabGlobalIdHashof those NetworkObjects (viewable in the inspector on the NetworkObject)?Without answers to those questions we cannot help you further.
Magman3000 commentedon Mar 31, 2026
My issue is that I want my code to run when the Player Prefab is instantiated by the Network Manager; currently, my attempts either are never called, or cause errors when the client is instantiated, so if you could just list what Functions should be used to double-check that I didn't misunderstand any documentation.
EmandM commentedon Mar 31, 2026
In your video, you had
public override OnNetworkSpawnand you changed it topublic OnNetworkPostSpawn. Without theoverridekeyword your code will not be called during the spawning process.We've given you many pointers to help you find the cause of the errors during client instantiation. We can't help you if you don't give us the information to let us help you. We can't help you further until you answer the questions I asked above.
Magman3000 commentedon Mar 31, 2026
Assets\Scripts\Player\Enabler.cs(11,23): error CS0507: 'Enabler.OnNetworkPostSpawn()': cannot change access modifiers when overriding 'protected' inherited member 'NetworkBehaviour.OnNetworkPostSpawn()'
EmandM commentedon Mar 31, 2026
That'd be
protected override void OnNetworkPostSpawnSquashi11 commentedon Apr 10, 2026
Hello again, we might be encountering a similar error recently
Squashi11 commentedon Apr 10, 2026
We tried deleting and assigning the network prefab list again in inspector but nothing changed. It would be great if the debug log said at least the name of the object :/
Squashi11 commentedon Apr 10, 2026
we discovered that a in-scene placed network object wasnt a prefab (thats why it couldnt spawn). So a debug log with a name might be useful in the future at least
Magman3000 commentedon Apr 10, 2026
You need to override the hash of the network prefab like this to match the instance of the prefab in the scene.
NoelStephensUnity commentedon Apr 13, 2026
@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
GlobalObjectIdHashfor 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.EmandM commentedon Apr 14, 2026
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.
Squashi11 commentedon Apr 15, 2026
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
NoelStephensUnity commentedon Apr 21, 2026
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.
NoelStephensUnity commentedon Apr 21, 2026
@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.
github-actions commentedon May 8, 2026
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.
github-actions commentedon May 22, 2026
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.