Hello I have an issue where a NetworkObject that is already placed in the scene, does not sync properly to other clients, upon joining the Host.
View of the Host, while one client is connected:
This is the view of the connected Client:

As you can see the sphere does not sync properly upon the client joining. The sphere is already a part of the scene before launch.
The sphere DOES APPEAR in the game on the client. But it’s position is completely off, from where it’s supposed to be.
The position of the sphere on the client, upon joining:
Even more weird is that when Host ‘bumps’ his car on the sphere, thus changing its position. The sphere’s position corrects itself and works.
What am I doing wrong? I want the sphere to be on the exact same location on Host, as well on Client, upon joining.
Sphere’s inspection window:
I’m pretty new to Netcode development, so please forgive me for my low knowledge.
I always recommend the workflow of having and offline and an online scene. When you StartServer/StartHost you load the online scene via NetworkSceneManager. This ensures you don’t have any accidental local-only objects in the scene on the server side and it has never failed to synchronize any in-scene objects.
I think the issue originates from already being in the online scene. The server does not issue a scene change, the client also remains in that scene, and somehow this leads to in-scene objects not synchronizing their initial state to the client.
Anyhow … two cars and a sphere. Are you by any chance going for something like Rocket League? 
If so you should watch their networking talk.
Hello! I had a very similar problem but found the solution here: Network Transform synchronized wrong position when WorldPositionStays is false · Issue #2888 · Unity-Technologies/com.unity.netcode.gameobjects · GitHub
There’s a great explanation on that thread but in summary if your game objects with the network object component have a parent game object that does not have a network object, odd behavior can occur. A solution is to turn off the “auto object parent sync” option on the network object component. Hope this helps you or anyone with this issue.
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