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stat:awaiting-responseAwaiting response from author. This label should be added manually.Awaiting response from author. This label should be added manually.stat:awaiting-triageStatus - Awaiting triage from the Netcode team.Status - Awaiting triage from the Netcode team.type:bugBug ReportBug Report
Description
Description
Some NetworkObjects do not despawn (get destroyed) on client while disabled on disconnect. The NetworkObjects stay spawned in client scene even when the host disconnects / client leaves
Reproduce Steps
- Spawn and disable a network object on client + host
- Disconnect client / host
- The NetworkObject stays on client even though the owner is server
Actual Outcome
NetworkObject stays spawned and disabled in client scene when host ends session
Expected Outcome
The GameObject should have been despawned and destroyed
Screenshots
(from client) the host disconnected and the NetworkObjects stayed on hierarchy spawned
Environment
- OS: Windows 11
- Unity Version: 6000.3.11f1
- Netcode Version: 2.10.0
- Netcode Commit: ?
- Netcode Topology: Host - Client
Additional Context
I can provide more logs if needed, but afaik we just spawn resources in our game and then disable them if they get destroyed (dont despawn for pooling) and then enable them again if the player refreshes the map
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stat:awaiting-responseAwaiting response from author. This label should be added manually.Awaiting response from author. This label should be added manually.stat:awaiting-triageStatus - Awaiting triage from the Netcode team.Status - Awaiting triage from the Netcode team.type:bugBug ReportBug Report