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"ObjectId already exist" error #1020
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FishNet version 4.6.20R
Unity version 2022.3.62f3
Replication:
This problem occurs with non-poolable NetworkObjects. For some reason, they are not deleted from the full client when unloaded via NetworkObserver mechanisms.
When I use RebuildObservers manually after player teleportation (to avoid delay of synchronization), some NetworkObjects spawn twice on my client. When the old ones should be deleted, new ones spawn and then delete themselves! Because of this, I get NetworkObjects on the full client that never disappear and are not synchronized with the server