#Despawning Players Triggers Warning
23 messages · Page 1 of 1 (latest)
Does the player have an nested network objects?
no
@solemn pecan do you have any ideas about this one, or what we should look for?
I do not but the warning message is most likely correct.
It's possible you're destroying the object locally on clients before they get the despawn packet.
You can always add debug log to the void destroy on a player script to see the callback of what's taking it out.
i know I'm not manually destroying any objects; i just call Despawn() on the server. And OnDestroy is being called after i get the warning so maybe that helps narrow it down?
Are we sure the objectId in the destroyed object is matching the warning?
Add this...
override void OnStartNetwork() => _theId = base.ObjectId;
then print that in destroy and see if it aligns
Okay, if you override the OnStopNetwork I suppose that is probably calling before the warning?
Are you sure another script is not referencing the player and syncing it's object after despawning?
EG syncvar containing a script or nob reference of the Id 'not existing'
OnStopNetwork does get called before the warning
And what would count as a reference to the player "syncing its object"?
Okay so a replicate is coming through after the object has despawned. I am assuming you're using pv2?
yes
Alrighty. Pretty sure I know the cause but it should not actually be affecting anything. File a bug report please https://github.com/FirstGearGames/FishNet/issues
Put Pv2 in the title.
It's a pretty quick resolve.