#Scene NetworkObjects not observable by clients

10 messages · Page 1 of 1 (latest)

willow musk
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I only have 1 scene in my game - BasicGame. I never load any other scenes.

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On the clients game NetDebugLog will be inactive.

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On the server it will be active and I can press "F" to print out the observers:
---------> Observers.Count: 0

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If I press "D" to call the [ServerRPC] it will print out:
---------> Send Message
Cannot complete action because client is not active. This may also occur if the object is not yet initialized, has deinitialized, or if it does not contain a NetworkObject component.

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This warning is triggered by line 43

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So I guess my question is - how are we supposed to have a shared NetworkObject in our default scene that the server acts on and the clients can observer?

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Also, if I attach a NetworkObserver to the NetDebugLog GameObject (see attached image):

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And then I start the game and connect as server and client, it will now throw this error:
SceneId of 18010447328113735410 not found in SceneObjects. For more information on the missing object add DebugManager to your NetworkManager and enable WriteSceneObjectDetails. This may occur if your scene differs between client and server, if client does not have the scene loaded, or if networked scene objects do not have a SceneCondition. See ObserverManager in the documentation for more on conditions.

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I tried the rebuild sceneId's and save the current scene fix but it doesnt help.

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But, now that I have a NetworkObserver attached, when I press "F" to display the observers, it shows the following:
---------> Observers.Count: 1