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