Comments (3)
Creating networked objects at runtime isn't supported, and we don't test for that or try to make that work, especially not with changing script execution order.
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I don't understand what that means. What are the custom spawn handlers for then?
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Object pooling, adding art from addressables at runtime, stuff like that. To spawn anything, client has to already have the prefab with the asset id that the server will send.
Bug report is not for discussion - join Discord for that.
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Related Issues (20)
- KCP Threaded Client Error On Disconnect
- NetworkAnimator: animatorSpeed is never assigned for new clients when joining a game and can cause desync
- KCP - created with cookie HOT 2
- Constructors of custom class/struct do not use syncvar getter/setter for GO/NI/NB.
- Network Rigidbody Reliable not syncing rotation HOT 1
- OnDestroy() isServer returns false on Server Objects, Mirror-89.6.8 HOT 2
- How to implement replicas in MMO? That is, some players enter another scene without affecting other players HOT 3
- Feature request: Predict Rigidbody 2D HOT 1
- Failed to spawn server object, did you forget to add it to the NetworkManager? HOT 1
- Assets\Mirror\Components\PredictedRigidbody\PredictedRigidbody.cs(327,16): error CS1061 HOT 4
- UniEncrypt + Mirror HOT 3
- When crossing assemblies, you may not be able to obtain the Reader/Writer defined by yourself.
- Can Mirror be used to call methods with the [Command] attribute through UI buttons? Why am I getting a NullReferenceException error with the message "Object reference not set to an instance of an object" when I make the call? Does anyone knowledgeable about this issue? HOT 5
- Error "InvalidOperationException: Collection was modified; enumeration operation may not execute." in NetworkRoomManager HOT 1
- Mirror can lose a NetworkBehavour object on a client HOT 4
- Conventient way to register multiple processing methods into the same Message HOT 1
- Is there any method to manually sync by network using mirror? HOT 1
- Errors HOT 5
- Bandwidth Abuse HOT 2
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