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Question by Fikule · Jan 20, 2019 at 08:12 PM · networkingscene-loadinglobby

[UNET] Base scene objects are disabled for client

I come from my lobby scene into my game scene.

The game scene has a GameManager, a Plane and a Light. None of these are prefabs. The GameManager has a networkidentity,

With unity's example lobby I could have characters load into a scene and everything would... work. With my lobby the server comes in fine, but the client comes in with the GameManager, Light and Plane set as inactive.

Is there something that would force these scene objects to be inactive on load for the client?

To reiterate, these are non-prefab objects that are built into the scene. They shouldn't need spawning, correct?

My only guess is it's having an issue with the netIds from the lobby coming to the game? It will eventually get errors like:

 ClientRpc [ClientRpc:InvokeRpcRpcMapTile] handler not found [netId=8]
 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

It should be noted that the map tiles mentioned in the error do exist, but not as a child of the GameManager, as on the server. They used to become the children, but don't now (maybe because it's inactive?)

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Answer by Fikule · Jan 21, 2019 at 11:26 PM

Found my issue. One of my objects had a child networkbehaviour object

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