Hello,
I am not updating my NGO version because it asks to update Unity Version.
My question: New scene, any second player can't join: they are not spawned caused by this issue (but the first one can):
InvalidOperationException: Nullable object must have a value. at System.Nullable`1[T].get_Value () [0x00008] in <467a840a914a47078e4ae9b0b1e8779e>:0 at Unity.Netcode.NetworkObject.HostCheckForGlobalObjectIdHashOverride () [0x0007e] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkObject.GetMessageSceneObject (System.UInt64 targetClientId) [0x0005d] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.SceneEventData.WriteSceneSynchronizationData (Unity.Netcode.FastBufferWriter writer) [0x00093] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.SceneEventData.Serialize (Unity.Netcode.FastBufferWriter writer) [0x00110] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.SceneEventMessage.Serialize (Unity.Netcode.FastBufferWriter writer, System.Int32 targetVersion) [0x00000] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkMessageManager.SendMessage[TMessageType,TClientIdListType] (TMessageType& message, Unity.Netcode.NetworkDelivery delivery, TClientIdListType& clientIds) [0x000d8] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkMessageManager.SendMessage[T] (T& message, Unity.Netcode.NetworkDelivery delivery, System.UInt64 clientId) [0x00012] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkConnectionManager.SendMessage[T] (T& message, Unity.Netcode.NetworkDelivery delivery, System.UInt64 clientId) [0x0002d] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkSceneManager.SynchronizeNetworkObjects (System.UInt64 clientId) [0x0015a] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkConnectionManager.HandleConnectionApproval (System.UInt64 ownerClientId, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response) [0x0031c] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.ConnectionRequestMessage.Handle (Unity.Netcode.NetworkContext& context) [0x00077] in <7ede0df37a48406f998f3632b182adf4>:0 at Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) [0x000c0] in <7ede0df37a48406f998f3632b182adf4>:0 at (wrapper delegate-invoke) <Module>.invoke_void_FastBufferReader_NetworkContext&_NetworkMessageManager(Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) at Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) [0x000ff] in <7ede0df37a48406f998f3632b182adf4>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()