[UNET] Other clients are destroyed on spawn
When my game goes from the lobby (using the Network Game Lobby beta from the asset store) and into the game scene all the players are spawned, but then instantly destroyed (I have added a:
void OnDestroy() {
Debug.LogError("Was destroyed");
}
to one of my scripts to make sure that they were actually created). I don't know what caused this weird thing to occur, but I have undone everything since I started to notice it, but it is still there. Disabling new scripts and objects I have added since it started to happen doesn't solve it and I have to restart from a previous backup if I want to get rid of it.
If you would need more info, just tell me. I didn't add much as I have no clue where this occurs.
Your answer
Follow this Question
Related Questions
[UNET] Weird Bugs On Player Join 0 Answers
[PUN] All players control one object 0 Answers
issue with forcing spawn locations server controlling client spawn points 0 Answers
Updating matchmaker slots 1 Answer
How to call [Command] from client? 0 Answers