Bug, deletion of unreferenced prefabs causes Network.Instantiate to fail from client

basically i’ve got authoritative server setup, so there are different server and client scenes at the same project folder.


this is what happens when i launch compiled server and connect to it with a client, which does Network.Instantiate with prefab which is never referenced to at Server scene. notice that it works fine while debugging inside unity.
once i’ve added unneeded reference to a prefab the problem was solved.

fix pls

i guess you need to make sure that your object that it’s instantiating it has it on the inspector, now if this object is a prefab make shure you hit apply if it’s on the scene