Unity Version: 6000.3.13f1
FishNet Version: 4.7.2
Discord Link: https://discord.com/channels/424284635074134018/1034477094731784302/1517164218866995240
Description
I'm noticing an issue where nested networked scene objects are reparented to the nearest parent network object on clients. For example:
In the scene:
Canvas
ChildA (NetworkObject)
ChildB
ChildC (NetworkObject)
ChildC (Not Networked)
On the server (which is also a client):
Canvas
ChildA (NetworkObject)
ChildB
ChildC (NetworkObject)
ChildC (Not Networked)
On other clients:
Canvas
ChildA (NetworkObject)
ChildB
ChildC (Not Networked)
ChildC (NetworkObject)
Host
Client
Replication
- Open the SceneObjectReparenting scene in the provided [sample project]((https://github.com/user-attachments/files/29097676/SceneObjectReparenting-Repro.zip).
- Start a server/client instance using the Network HUD controls.
- Start a client only instance using the Network HUD controls (I use Unity Multiplayer Play Mode for this).
- Observe on the host that the green square (Child C Not Networked) is visible and on the client the red square (Child C Networked) is visible. Also observe on the client that Child C Networked is now a child of Child A instead of Child B.
Expected behavior
The hierarchy is the same on the host and client(s).
Sample project
SceneObjectReparenting-Repro.zip
Unity Version: 6000.3.13f1
FishNet Version: 4.7.2
Discord Link: https://discord.com/channels/424284635074134018/1034477094731784302/1517164218866995240
Description
I'm noticing an issue where nested networked scene objects are reparented to the nearest parent network object on clients. For example:
In the scene:
On the server (which is also a client):
On other clients:
Host
Client
Replication
Expected behavior
The hierarchy is the same on the host and client(s).
Sample project
SceneObjectReparenting-Repro.zip