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Description
Description
I want to spawn a networkprefab without any client visibility, first i tried to set no observers before spawn:
NetworkObject.SpawnWithObservers = false;
NetworkObject.Spawn();this results a spawned object with zero observers, but when a late-join client connects, the object gets spawned on client. The documentation says this is the intended normal behavior, because it only works at the initial spawning.
Then, the documentation says the CheckObjectVisibility will work at both initial spawning and new client connection, so i tried this:
NetworkObject.CheckObjectVisibility += _ => false;
NetworkObject.Spawn();it did spawn with no observers as the previous approach, but when late-join client connects, it still spawn the object on client.
Reproduce Steps
- start server/host
- spawn a network prefab with
NetworkObject.CheckObjectVisibility += _ => false; - start a client and connect to server
Actual Outcome
a spawned object with visibility always set to false still spawns on late-join client
Expected Outcome
a spawned object with visibility always set to false should be invisible to all connected client and future late-join clients
Environment
- OS: [win10]
- Unity Version: [6000.0.32f1]
- Netcode Version: [2.1.1]