Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.4.0f3
Issue ID
836770
Regression
No
UNET pooled objects are destroyed in Editor instead of being UnSpawned when client exits a multiplayer session
STR:
1. Open "offline" scene in the project attached
2. Build and Run the scene
3. On the build, Host a server
4. Enter play mode in editor
5. Connect as a client in editor
6. Press spacebar (to shoot out the projectiles)
7. Observe "DynamicPool" children (gameObject name: Sphere).
8. Press "Stop (X)" in NetworkManager GUI when there are some Spehres active.
Expected: Spheres get unspawned by NetworkServer.UnSpawn
Actual: Spheres get destroyed upon Stopping Lan Client
Reproduced on: 5.3.6p8, 5.4.0f3, 5.4.2p2, 5.5.0b10
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Add comment