Hi,
i have a testing game where i simply join and place a player prefab with ```
NetworkManager.Singleton.StartHost();
I havent worked on the projekt for a few months because of school exams, but It has worked flawlessly before without exceptions
Now everytime i join as a client, the console gets spammed like 40 times with:
```csharp
[Netcode] Failed to create object locally. [globalObjectIdHash=2189284943]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SceneObject) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Spawning/NetworkSpawnManager.cs:372)
Unity.Netcode.NetworkObject:AddSceneObject (Unity.Netcode.NetworkObject/SceneObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkObject.cs:1287)
Unity.Netcode.CreateObjectMessage:Handle (Unity.Netcode.NetworkContext&) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/Messages/CreateObjectMessage.cs:35)
Unity.Netcode.MessagingSystem:ReceiveMessage<Unity.Netcode.CreateObjectMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.MessagingSystem) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem:HandleMessage (Unity.Netcode.MessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:387)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1581)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1513)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:208)
and:
Failed to spawn NetworkObject for Hash 2189284943.
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkObject:AddSceneObject (Unity.Netcode.NetworkObject/SceneObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkObject.cs:1292)
Unity.Netcode.CreateObjectMessage:Handle (Unity.Netcode.NetworkContext&) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/Messages/CreateObjectMessage.cs:35)
Unity.Netcode.MessagingSystem:ReceiveMessage<Unity.Netcode.CreateObjectMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.MessagingSystem) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem:HandleMessage (Unity.Netcode.MessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:387)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1581)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1513)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:208)
in between the mess i also found this:
OverflowException: Reading past the end of the buffer
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader variableData, Unity.Netcode.NetworkManager networkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkObject.cs:1305)
Unity.Netcode.CreateObjectMessage.Handle (Unity.Netcode.NetworkContext& context) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/Messages/CreateObjectMessage.cs:35)
Unity.Netcode.MessagingSystem.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.MessagingSystem system) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem.HandleMessage (Unity.Netcode.MessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:387)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.MessagingSystem:HandleMessage(MessageHeader&, FastBufferReader, UInt64, Single, Int32) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:391)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1581)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1513)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:208)
and this:
[Netcode] NetworkPrefab hash was not found! In-Scene placed NetworkObject soft synchronization failure for Hash: 16777216!
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject (Unity.Netcode.NetworkObject/SceneObject) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Spawning/NetworkSpawnManager.cs:391)
Unity.Netcode.NetworkObject:AddSceneObject (Unity.Netcode.NetworkObject/SceneObject&,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkObject.cs:1287)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/SceneEventData.cs:864)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1781)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1747)
Unity.Netcode.NetworkSceneManager:OnClientBeginSync (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1676)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1774)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent (ulong,Unity.Netcode.FastBufferReader) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1961)
Unity.Netcode.SceneEventMessage:Handle (Unity.Netcode.NetworkContext&) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/Messages/SceneEventMessage.cs:24)
Unity.Netcode.MessagingSystem:ReceiveMessage<Unity.Netcode.SceneEventMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.MessagingSystem) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem:HandleMessage (Unity.Netcode.MessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:387)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1581)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1513)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:208)
and at the end there was this:
OverflowException: Reading past the end of the buffer
Unity.Netcode.ByteUnpacker.ReadUInt32Packed (Unity.Netcode.FastBufferReader reader, System.UInt32& value) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Serialization/ByteUnpacker.cs:554)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/SceneEventData.cs:858)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1781)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1747)
Unity.Netcode.NetworkSceneManager.OnClientBeginSync (System.UInt32 sceneEventId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1676)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1774)
Unity.Netcode.NetworkSceneManager.HandleSceneEvent (System.UInt64 clientId, Unity.Netcode.FastBufferReader reader) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/SceneManagement/NetworkSceneManager.cs:1961)
Unity.Netcode.SceneEventMessage.Handle (Unity.Netcode.NetworkContext& context) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/Messages/SceneEventMessage.cs:24)
Unity.Netcode.MessagingSystem.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.MessagingSystem system) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem.HandleMessage (Unity.Netcode.MessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:387)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.MessagingSystem:HandleMessage(MessageHeader&, FastBufferReader, UInt64, Single, Int32) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:391)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1581)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkManager.cs:1513)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Core/NetworkUpdateLoop.cs:208)
Does anybody know what the issue is?
Did something change or did i manage to break something?