Should be trivial to reproduce, have a prespawned interpolated entity that is static optimized and delete it on the server at runtime. Then notice that the prespawn still exists on the client.
Prespawned that are dynamic are properly deleted on the client when deleted on the server though. Along with static optimized ghosts spawned at runtime.
I noticed this (and wrote a big writeup) when static opt. prespawned were not being deleted on the client when they were deleted using another entity’s LEG.
Relevancy has been disabled and prediction switching is not a factor.
Make sure the deletion is done after the client successfully connects. Deletion of static prespawned entities that occurred before connection is properly communicated to clients following initial handshake.
Hey Kmsxkuse! Thanks again for yet another report! Please file (and link) a Unity bug report for this, for bug tracking purposes. A repro project is once again appreciated.
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Hrm. A stripped down version of my project can’t reproduce the problem.
I’ll have to dig into my code to figure out what I broke. Marking post as resolved until I figure out what I did.
@NikiWalker Reopening this thread as a [Bug] because I can’t figure out why my static prespawned entity isn’t getting destroyed. A completely new project with minimal netcode to just get something working properly deletes static prespawned but not mine. So something I did broke destruction but I don’t see what.
Report submitted: IN-41182 with a copy of my current project.
It should be noted that the server doesn’t send the destruction message to the client (according to netDbg) for the static prespawned case. So something I did broke the server destruction sending message.
Thanks for the update mate. We’re happy to take a look at this at some point, but just letting you know it may be a little while. We’ve had some internal high priority work pop come up, which has required the entire teams attention for the next 2 weeks.
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Oh no. Well, this bug isn’t that high of a priority. I’m far from being able to delete something intentionally.
I’ll give y’all a poke if I manage to nail down what I did to break the deletion packet.
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