Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.3.4f1
Issue ID
784474
Regression
No
[UNET] Enabling pooled objects freezes game when authority was changed from 'Server' to 'Client'
Steps to reproduce:
1. Start two instances, editor - "Server-Only", build - "Client".
2. Connect the client to the server.
3. Click "Start Game". This will NetworkServer.Spawn() the object from the pool.
4. Click "End Game", which will NetworkServer.Unspawn() the object, returning it to the pool.
5. Stop the server.
6. On the instance that was previously the client, start a "Server-Only" game.
7. On the instance that was previously the server, connect it to the new server.
8. Click "Start Game" on the server.
- Game freezes
Expected: either it stops from activating this object and throws an error or works without flaws
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment