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Invalid Destroy Error in DA When Changing Scenes #3144

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KadaXuanwu opened this issue Nov 28, 2024 · 0 comments
Open

Invalid Destroy Error in DA When Changing Scenes #3144

KadaXuanwu opened this issue Nov 28, 2024 · 0 comments
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Investigating Issue is currently being investigated priority:high type:bug Bug Report

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@KadaXuanwu
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Description

In Distributed Authority (DA) topology, when I spawn objects using NetworkObject.Spawn(destroyWithScene: true), then change scene as SessionOwner using NetworkManager.SceneManager.LoadScene("Lobby", LoadSceneMode.Single), the network objects owned by the clients are correctly destroyed, but the SessionOwner receives an error:
Destroy a spawned NetworkObject on a non-owner client is not valid during a distributed authority session.

Additionally, unchecking Scene Migration Synchronization on the NetworkObject was required, even though in my opinion it should be irrelevant when destroyWithScene: true is set.

Reproduce Steps

  1. Set up a multiplayer game using Netcode for GameObjects (NGO) with Distributed Authority topology.
  2. In a game scene, let clients spawn their own network objects with destroyWithScene: true.
  3. Have the session owner call NetworkManager.SceneManager.LoadScene("Lobby", LoadSceneMode.Single).
  4. Observe the session owner's console output.

Actual Outcome

  • Network objects are destroyed as expected.
  • The session owner receives an error

Expected Outcome

  • Network objects should be destroyed without errors since destroyWithScene: true was explicitly set.
  • in my opinion, Scene Migration Synchronization should not require manual disabling in this context.

Screenshots

NetworkObject on an object owned by a client:
Image

Environment

Additional Context

As far as I know, the player object has to be destroyed by each client manually, where as other spawned network objects should be destroyed automatically on scene change if destroyWithScene: true. Please correct me if I'm wrong.

@KadaXuanwu KadaXuanwu added stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report labels Nov 28, 2024
@NoelStephensUnity NoelStephensUnity self-assigned this Dec 2, 2024
@NoelStephensUnity NoelStephensUnity added priority:high Investigating Issue is currently being investigated and removed stat:awaiting triage Status - Awaiting triage from the Netcode team. labels Dec 2, 2024
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Labels
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