Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
`NetworkObject` `CheckObjectVisibility` doesn't work on client connection
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- Dominant language
- C#
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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]
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with NetworkObject's SpawnWithObservers, Spawn, and CheckObjectVisibility behavior, comparing the spawning and object-visibility documentation linked in the report. Reproduce the late-join sequence with CheckObjectVisibility returning false and confirm that the object remains absent from the client; done means visibility is also enforced for future late-join clients.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, networking
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100