Copyright © 2026 Unity Technologies
When loading a scene using NetworkManager.SceneManager, in scene NetworkObjects in the newly loaded scene are not synced for clients that were previous already connected. Clients that join after the scene has loaded are correctly synced
Steps to reproduce:
Actual results:
Client A sees:
A sees this:
[Netcode] [Deferred OnSpawn] Messages were received for a trigger of type NetworkVariableDeltaMessage associated with id (1), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.Debug:LogWarning (object) Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs:28) Unity.Netcode.DeferredMessageManager:PurgeTrigger (Unity.Netcode.IDeferredNetworkMessageManager/TriggerType,ulong,Unity.Netcode.DeferredMessageManager/TriggerInfo) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/DeferredMessageManager.cs:117) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/DeferredMessageManager.cs:84) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:374) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191) Unity.Netcode.NetworkUpdateLoop/NetworkPostLateUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:286)
Filling out my comment "the inspector for it looks different"... On the bad client A (the client that was already joined), the inspector for the NetworkObject looks the same in play mode as it does in edit mode, with fields Always Replicate As Root, Synchronize Transform, etc. etc. etc.On both the server and the good client B, the NetworkObject inspector in play mode looks as you would expect, with GlobaObjectIdHash, NetworkObjectId, OwnerClientId, etc. etc. etc. IsOwner is true on the server and not on the client... exactly as you would expect.
... and breaking in NetworkObjectEditor.OnInspectorGUI, on the bad client, m_NetworkObject.IsSpawned is false.
Expected results:
when starting NetworkManager as server only, connecting one or more clients, and then loading a scene and the in-scene placed NetworkObjects do not get synchronized with the clients (but once the scene is loaded late joining clients do get synchronized).
Reproducible with versions:
NGO version 2.0.0
Editor: Unity 6000.0.26
OS: Mac
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes:
Issues you vote on will appear here