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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. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 16, 2026
  2. EmandM commented on Mar 16, 2026

    @EmandM
    Member

    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 a globalObjectIdHash that'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 matching GlobalObjectIdHash (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 field

  3. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 16, 2026
  4. Magman3000 commented on Mar 16, 2026

    @Magman3000
    Author

    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.

  5. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 16, 2026
  6. EmandM commented on Mar 17, 2026

    @EmandM
    Member

    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?

  7. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 17, 2026
  8. Magman3000 commented on Mar 17, 2026

    @Magman3000
    Author

    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:

    • Override: 0
      Prefab: {fileID: 5429880492664765952, guid: b382afba56d2a004793792146a118dc9, type: 3}
      SourcePrefabToOverride: {fileID: 0}
      SourceHashToOverride: 0
      OverridingTargetPrefab: {fileID: 0}
    • Override: 0
      Prefab: {fileID: 133013595944243765, guid: b7cfee3619251a24f9bac1db3feb1e63, type: 3}
      SourcePrefabToOverride: {fileID: 0}
      SourceHashToOverride: 0
      OverridingTargetPrefab: {fileID: 0}
    • Override: 0
      Prefab: {fileID: 3675304794424270537, guid: ec9056787d5e1514ca71de64a7cdd3bc, type: 3}
      SourcePrefabToOverride: {fileID: 0}
      SourceHashToOverride: 0
      OverridingTargetPrefab: {fileID: 0}
  9. Magman3000 commented on Mar 17, 2026

    @Magman3000
    Author

    Missclicked

  10. NoelStephensUnity commented on Mar 17, 2026

    @NoelStephensUnity
    Member

    @Magman3000 ,

    It looks like you could be sending an RPC during NetworkBehaviour.OnNetworkSpawn which looks like it is sending an RPC via another NetworkBehaviour and/or NetworkObject.

    Possible reasons why with fixes:

    • The RPC invoke target is not part of the player instance being spawned (cross NetworkObject spawning) (most likely scenario)
      • If this is the case, then you want to handle invoking RPCs on a NetworkBehaviour of another NetworkObject that could "not be spawned yet" during synchronization, then you would want to override NetworkBehaviour.OnNetworkSessionSynchronized within a NetworkBehvaiour on the player prefab and invoke the RPC on the other (now spawned) object within this overridden method.
      • Alternately, if the target object the RPC is being invoked on is an in-scene placed NetworkObject, then you could also just invoke the RPC during NetworkBehaviour.OnInSceneObjectsSpawned which assures all in-scene placed NetworkObjects have been spawned before trying to do a cross-NetworkObject RPC invocation.
    • The target NetworkBehaviour the RPC is being invoked on is associated with the same NetworkObject but it has yet to have its OnNetworkSpawn invoked. (less likely scenario)
      • If this is the case, the you want to handle invoking cross-component RPCs during the NetworkBehaviour.OnNetworkPostSpawn.

    The two things that caught my attention were:

    • The Unity.Netcode.NetworkBehaviour:NetworkSpawn (in bold below)
      • Invoking RPCs during OnNetworkSpawn can become problematic if the RPC is being invoked on something still yet to be spawned on the client.
    • The SceneControl.AddPlayer_ServerRpc. (in bold below)
      • This just signaled (to me) that this is very likely a spawn order of operations related issue.

    ==================================

    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)

    ==================================

  11. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 17, 2026
  12. Magman3000 commented on Mar 18, 2026

    @Magman3000
    Author

    Error disappeared, but OnNetworkSessionSynchronized() won't call.

  13. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 18, 2026
  14. NoelStephensUnity commented on Mar 18, 2026

    @NoelStephensUnity
    Member

    Error disappeared, but OnNetworkSessionSynchronized() won't call.

    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).

  15. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 18, 2026
  16. Magman3000 commented on Mar 18, 2026

    @Magman3000
    Author

    At the start of OnNetworkSessionSynchronized, a Debug.Log is called immediately, which doesn't happen when joining as a client.

  17. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 18, 2026
  18. EmandM commented on Mar 19, 2026

    @EmandM
    Member

    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.

  19. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 19, 2026
  20. Squashi11 commented on Mar 19, 2026

    @Squashi11

    We are facing the same issue

    Image
  21. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 19, 2026
  22. EmandM commented on Mar 19, 2026

    @EmandM
    Member

    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.

  23. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 19, 2026
  24. Squashi11 commented on Mar 19, 2026

    @Squashi11

    I created a bug report with some reproduction steps ! CASE IN-137819
    Feel free to reach me with more questions

  25. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 19, 2026
  26. Squashi11 commented on Mar 20, 2026

    @Squashi11

    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

  27. Magman3000 commented on Mar 20, 2026

    @Magman3000
    Author

    My prefabs all have network objects already on them.

  28. Magman3000 commented on Mar 20, 2026

    @Magman3000
    Author

    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.ArraySegment1<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.Nullable1<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.Nullable1<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.ArraySegment1<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.

  29. NoelStephensUnity commented on Mar 24, 2026

    @NoelStephensUnity
    Member

    @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).

  30. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 24, 2026
  31. Magman3000 commented on Mar 30, 2026

    @Magman3000
    Author
  32. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 30, 2026
  33. Magman3000 commented on Mar 30, 2026

    @Magman3000
    Author
    Image
  34. EmandM commented on Mar 30, 2026

    @EmandM
    Member

    Your video does not answer our questions:

    1. What code do you have that is trying to spawn NetworkObjects?
    2. What NetworkObjects are you trying to spawn?
    3. What is the PrefabGlobalIdHash of those NetworkObjects (viewable in the inspector on the NetworkObject)?

    Without answers to those questions we cannot help you further.

  35. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 30, 2026
  36. Magman3000 commented on Mar 31, 2026

    @Magman3000
    Author

    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.

  37. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 31, 2026
  38. EmandM commented on Mar 31, 2026

    @EmandM
    Member

    In your video, you had public override OnNetworkSpawn and you changed it to public OnNetworkPostSpawn. Without the override keyword 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.

  39. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 31, 2026
  40. Magman3000 commented on Mar 31, 2026

    @Magman3000
    Author

    Assets\Scripts\Player\Enabler.cs(11,23): error CS0507: 'Enabler.OnNetworkPostSpawn()': cannot change access modifiers when overriding 'protected' inherited member 'NetworkBehaviour.OnNetworkPostSpawn()'

  41. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Mar 31, 2026
  42. EmandM commented on Mar 31, 2026

    @EmandM
    Member

    That'd be protected override void OnNetworkPostSpawn

  43. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Mar 31, 2026
  44. Squashi11 commented on Apr 10, 2026

    @Squashi11

    Hello again, we might be encountering a similar error recently

    Image
  45. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Apr 10, 2026
  46. Squashi11 commented on Apr 10, 2026

    @Squashi11

    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 :/

  47. Squashi11 commented on Apr 10, 2026

    @Squashi11

    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

  48. Magman3000 commented on Apr 10, 2026

    @Magman3000
    Author

    You need to override the hash of the network prefab like this to match the instance of the prefab in the scene.

    Image
  49. 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.

  50. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Apr 13, 2026
  51. 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.

  52. 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

  53. added and removed
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    on Apr 15, 2026
  54. 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.

  55. added
    stat:awaiting-responseAwaiting response from author. This label should be added manually.
    and removed on Apr 21, 2026
  56. 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.

  57. 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.

  58. added
    StaleAdded after 30 days since stat:awaiting response was added (if it's still present)
    on May 8, 2026
  59. 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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