▚s&box/field-guide
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tag

#wrong-behavior

4 items (4 fixes)

fixes
✓ 26.07
"CreateLobby is async — IsActive is still false on the same frame"

Networking.CreateLobby is async — Networking.IsActive is still false on the same frame, so any branch on IsActive takes the wrong path. Gate on your own synchronous mode enum instead.

networkinglobby
✓ 26.07
"FromHost field on a runtime singleton does not replicate without NetworkSpawn"

A [Sync(SyncFlags.FromHost)] field on a runtime-created singleton never replicates — the object needs NetworkSpawn, not just NetworkMode.Snapshot.

networkingsync
✓ 26.07
"Joining client's static state wiped by networked scene handoff"

A joining client's static join state (invite code, mode, attempt ID) gets wiped by the networked scene handoff — the bootstrap's OnEnabled resets statics before the join handshake uses them.

networkingjoin
✓ 26.07
"Spawning a joiner's character clobbers the host's camera target"

On the host, spawning a joiner's character clobbers the host's own camera-target singleton because IsProxy is false at Components.Create time — re-resolve the claim at the first OnFixedUpdate.

networkingcamera
related tags
networkingwriting-gameplayjoinnetworkspawnsingletonasynccamerafromhostisproxylifecycle
aboutagent kitengine 26.07