U6000.0.12f1
NGO: 1.10.0
- Start Server, load GameSceneA
NetworkManager.Singleton.SceneManager.LoadScene(Scene_GameStartScene, LoadSceneMode.Single);
- On the client side, connect to the server
Everything is working well here!
reconnect as much as you want! - the server changes the game scene GameSceneB
NetworkManager.Singleton.SceneManager.LoadScene(NextSceneName, LoadSceneMode.Single);
after loading a new scene, the network controller creates a game character for player 1 (server).
But as I understand it, player 2, after loading the scene, tries to delete all the network objects because he thinks they were on the old scene…
and deletes player 1’s character
the server receives the following error:
[Netcode-Server Sender=1] [Invalid Destroy][PlayerCharacter(Clone)][NetworkObjectId:5] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.
Attention!
if you reconnect from the client when the server is already on GameSceneB, there will be no errors!!!