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Question by rizalsfsfsf · Jan 23, 2016 at 12:35 PM · networkmultiplayer-networkingspawningpooling

custom spawn unet weird behaviour ?

hello,

im following this tutorial http://docs.unity3d.com/Manual/UNetCustomSpawning.html

and tested it, and had some weird behaviour

  1. UnSpawnObject (is both called in client and server) is ok, but SpawnObject is not called in anywhere (neither server or client). is this expected? why?

  2. on server side the instance was properly pooled and reused, but on clientside not using object in pool, new object is created per spawned, and not destroyed (just inactived). i can easyly noticed on hierarchy view. im afraid of memory leak here. is this expected ?

my expectation is both server and client while re-use object in this pool, but its not, client keep creating instance per server spawn.

im using Unity 5.3.1

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