#Difference between network objects ids
59 messages · Page 1 of 1 (latest)
Are the spawnable collections different in the two projects?
Since you mentioned the IDs are the same
No, they are equal
Guid file is equal in both project for default objects
Hmm, is this in the default collection or using a new one with addressables perhaps?
All my prefabs are addressables, but they are also inside default objects list
I can show required files
Hmm, shouldn't they be in their own collection if they are addressables?
Fishnet added objects automatically
And for what?
I mean all worked early
I updated shared group profile (as I think) and objects ids broked down
I think I need to reappoint objects ids, but its runtime variable, yes?
It might, yeah, but for packages this needs to be done: https://fish-networking.gitbook.io/docs/guides/features/addressables
Basically you wouldn't manually assign each object's one, yeah
I did it some months ago
I thinked it is difference between assets bundle, but they have equal
No I didn't
Then its strange behaviour
@next skiff maybe do you know who used addressables with fishnet from supporters?
I can ask FirstGearGames what advice for debugging it he'd have on Monday
I think the tricky part is usually two different projects for the server and client, which isn't really officially supported
Yes, I know
You think is problem new version?
I used separated projects some months and all is ok
To be honest, I enjoyed this exp
Except these errors 🥲
Okay, I will wait for it
I doubt it, I don't think anything has changed regarding that in the new versions. Although you can try downgrading to see if the older version works
If I checkout, all is ok (too many changes, idk what happened), but if I installed old version (I used 4.6.5) I see it
Out of range before first if
Gotcha, it sounds like something else in the game changed instead of the issue arising from the FishNet version, right?
I guess that's expected if the wrong object is being spawned and thus the object doesn't have the expected components
Yes, but it isn't global thing
Just some not network code and edited addressables groups
Objects are equal 
Hey @rich cypress, any idea how to debug Arendrast's issue here?
Basically to summarize, he is having the wrong object spawned on the client side which is causing ObserversRpc not found for hash... and then Client received an unhandled Packetld... errors.
He is using two separate projects for the server and clients and he is also using addressables.
He has the DefaultPrefabObjects showing the same IDs here: #1385881943916150876 message
And the addressables collection loading code here: #1385881943916150876 message
Most likely the default prefabs is ordering differently between the projects. It might show they are correct on start, but they also get refresh regularly -- which might be make them desync between projects. I imagine using a single prefab collection and populating manually would work.
Okay, I tried it. But it isn't right (I checked). I builded asset bundles only with player (with addressables) and it works.
But I don't understand why so
I compared objects through ToString and I saw it
Server
Name [StrawFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24608], Name [StoneFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24586], Name [LocationPlayer] ObjectId [65535] OwnerId [-1] GameObject HashCode [24344], Name [StoneWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [24658], Name [StrawWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [24682], Name [StoneWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [24754], Name [StrawDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24480], Name [ReinforcedStoneFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24564], Name [WoodenWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [24706], Name [StoneDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24438], Name [ReinforcedStoneWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [23976], Name [StrawWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [24778], Name [WoodenDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24522], Name [WoodenWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [24802], Name [ReinforcedStoneWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [24730], Name [ReinforcedStoneDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24396], Name [WoodenFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [24630],
Client:
Name [WoodenFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36778], Name [StrawFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36790], Name [StoneFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36798], Name [LocationPlayer] ObjectId [65535] OwnerId [-1] GameObject HashCode [36810], Name [StoneWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [36822], Name [StrawWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [36842], Name [StoneWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [36846], Name [StrawDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36854], Name [ReinforcedStoneFloor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36862], Name [WoodenWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [36882], Name [StoneDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36890], Name [ReinforcedStoneWall] ObjectId [65535] OwnerId [-1] GameObject HashCode [36930], Name [StrawWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [36934], Name [WoodenDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36938], Name [WoodenWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [36946], Name [ReinforcedStoneWindow] ObjectId [65535] OwnerId [-1] GameObject HashCode [36950], Name [ReinforcedStoneDoor] ObjectId [65535] OwnerId [-1] GameObject HashCode [36974],
All these objects were NetworkObjects lable (I loaded them)
Objects list must be equal? And by order?
I mean it and past message
(inside addressables they have equal order)
I think its more important than default objects
@winter mothThe fact that the ObjectId is ushort.max value tells me it's using an unset Id some reason. There is probably an error before the one you're posting.
/// <summary>
/// Value used when the ObjectId has not been set.
/// </summary>
public const int UNSET_OBJECTID_VALUE = ushort.MaxValue;
/// <summary>
/// Value used when the PrefabId has not been set.
/// </summary>
public const int UNSET_PREFABID_VALUE = ushort.MaxValue;```
Maybe, but it showed before calling Add Objects method. After objects ids aren't equal (but not max values, on example 15, 30)
Okay, I tested one thing. And it helped me... Please, @rich cypress, don't compare objects from addressables by indexes (or network objects collection between client and server?), it's so unintuitive
Different in order broked down all, not objects IDs
And I have one more question
I copied