I have a lobby scene where all players (clients) connect, once required number of clients connect I load the game scene. I have an in-scene placed networkObject that is inactive when scene is loaded and is set active by my sceneManager.
This spawns the networkObject on client but not on server.
I tried manually spawning the networkObject in Start(), this spawns the networkObject on Host but not on client, I get the error on client: Netcode] Failed to create object locally. [globalObjectIdHash=(HashID)]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
My NetworkManager.EnableSceneManagement is marked true.
My networkObject’s Active Scene Synchronization is marked true.
The scene is loaded through NetworkSceneManager.
This networkObjects differs from other in-scene placed networkObjects only in the sense that this one is not active when scene is loaded, it is set active later.