NetworkServer.Destroy is not actually destroying objects on clients, just setting active to false

My problem is pretty much explained in the title. I’m calling NetworkServer.Destroy on a net game object. On the server the object is destroyed, but on the client, the game object is just set to be inactive.

In other words, in the editor, I can still see the game object in the hierarchy, but the active check box is unchecked.

The server is the one calling NetworkServer.Destroy. The client is not calling this function.

Anyone know what I’m doing wrong?

It works for me on client&server just by calling Destroy(gameobject)

And you’re only calling Destroy on the server?

i am running into this too. i believe the problem is that the Destroy Command doesn’t destroy Client objects if they are simply placed on the scene in the scene editor, rather than spawned in.

i am testing out an inventory system, and i want to destroy items that are picked up from the scene, put them into an inventory, and then be able to remove them from the inventory, respawning the object into the scene.

when i start the scene and pick up one of the items that i’ve just placed using the scene editor, the object is not destroyed on the client (though it is disabled). then if i remove the item from my inventory, it spawns the item into the scene, which i can then pick up and put back into inventory, in which case THAT object IS properly destroyed from the scene.