Unity OnSerializeNetworkView problems

I have encountered a strange problem using this function:

I am sending position and rotation data from a client object which was network instantiated by that client (and of course has a networkView component attached to it).

If i build and run the project, and run the server in the Unity editor while having the client run from the built exe - everything is fine. And data is synced between the server and the client.

But if I run the server from the built exe, while having the client run from either the unity editor or the built exe -
then nothing is updated.

This only happens using OnSerializeNetworkView (in both reliable and unreliable mode).
RPC’s between client and server seem to be working fine no matter the configuration.

I can’t for the life of me figure whats wrong. :face_with_spiral_eyes:

After much frustration I found out what prevented my server from receiving updates from the OnSerializeNetworkView when it was built to an exe.

For all people in the future who have this problem …
Turning off Script Debugging in the build options - solved this problem. - I have tested this now many times building and running the server with and without Script Debugging set - and this is definitely the problem.

I want to mention that i couldn’t recreate the bug on a small project i built for testing this problem. So it seems this has something to do with the size of the project.