Description
When loading a network scene, I get errors in the format:
[Netcode] NetworkPrefab hash was not found! In-Scene placed NetworkObject soft synchronization failure for Hash: ###########!.
This results in network objects not spawning.
This error occurs for prefabs instances placed in duplicated scenes.
Reproduce Steps
- Create a prefab with a
NetworkObject component attached.
- Create a scene and place the prefab inside it.
- Duplicate the scene from inside Unity.
- Open the original scene & note the prefab instance's globalObjectHashWhatEver from the inspector
- Play the scene directly, and note the hash not changing.
- Open the duplicate scene & note the prefab instance's hash.
- Play the scene and note the hash changing.
I suspect this is what causes my errors, which, by the way, occur when connecting a Windows editor client to a Linux player (executable) server, but not when connecting two Windows editors (Parallel Sync) client/server together.
Environment
- OS: [Windows Client & Linux Server]
- Unity Version: [6000.0.40f1]
- Netcode Version: [2.3.2]
Description
When loading a network scene, I get errors in the format:
[Netcode] NetworkPrefab hash was not found! In-Scene placed NetworkObject soft synchronization failure for Hash: ###########!.This results in network objects not spawning.
This error occurs for prefabs instances placed in duplicated scenes.
Reproduce Steps
NetworkObjectcomponent attached.I suspect this is what causes my errors, which, by the way, occur when connecting a Windows editor client to a Linux player (executable) server, but not when connecting two Windows editors (Parallel Sync) client/server together.
Environment