Search Issue Tracker
Feature Request
Feature Request in 1.5.X
Votes
0
Found in [Package]
1.4.1
1.5.1
Issue ID
MTTB-1163
Regression
Yes
Error "Received a ghost - GhostPrefab (1) - from the server which has a different hash on the client. GhostPrefab: Entity(234:1) ('')." is present when running in Play Mode or Standalone Player
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Go to Window > Multiplayer > PlayMode Tools
4. Set the Play mode type to “Client&Server“
5. Set the Server emulation to “DedicatedServer”
6. Enter the Play Mode
7. Observe the Console
Expected result: No Errors exist
Actual result: Error “Received a ghost - GhostPrefab (1) - from the server which has a different hash on the client (got 949530699641332863 but expected 8428808711639168711). GhostPrefab: Entity(234:1) ('').“ is present
Reproducible with: 1.3.2 (2022.3.60f1), 1.5.0-exp.101 (2022.3.60f1)
Reproducible on:
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
This is unfortunately a known issue with prespawned parented ghost prefabs. The fix from our side will take some foundational work that we have on our radar, but will take some time to do.
In the meantime as a workaround, there are two options.
1. In the GhostParent prefab, you can ensure that the nested GhostPrefab's are named the same. This is because we use the distinguish different prefabs of the same type, but since these prefabs are actually the same due to nested prefabs, there is some undefined behaviour going on.
2. Don't use multiple nested ghost prefabs in a parent prefab. You could parent them in the scene directly to organize them.
Resolution Note (1.5.X):
This is unfortunately a known issue with prespawned parented ghost prefabs. The fix from our side will take some foundational work that we have on our radar, but will take some time to do.
In the meantime as a workaround, there are two options.
1. In the GhostParent prefab, you can ensure that the nested GhostPrefab's are named the same. This is because we use the distinguish different prefabs of the same type, but since these prefabs are actually the same due to nested prefabs, there is some undefined behaviour going on.
2. Don't use multiple nested ghost prefabs in a parent prefab. You could parent them in the scene directly to organize them.