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NetworkManager can be destroyed on StopHost/StopClient (MoveGameObjectToScene causes destruction)

#4101ClosedThousandVolts0 创建于 2026-03-15
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ThousandVolts0commented
**Describe the bug** A DDOL NetworkRoomManager can be destroyed when calling StopHost / StopClient. Mirror moves the DDOL manager into the active scene (SceneManager.MoveGameObjectToScene) during shutdown, then loads the offline scene. That move + scene load can destroy the persistent manager. **[IMPORTANT] How can we reproduce the issue, step by step:** Please tell us how to reproduce your issue, STEP BY STEP, with one of our built in examples. 1. Create a loader/bootstrap scene with a NetworkRoomManager 2. In the inspector: check "Don't Destroy On Load" and assign Offline scene to a menu scene like MainMenu. Assign OnlineScene to some lobby scene and assign RoomScene to same scene as OnlineScene, 3. Play by calling NetworkManager.singleton.StartHost()) 4. While in lobby/room as host, leave by calling NetworkManager.singleton.StopHost() 5. When loaded back into offline scene now, NetworkManager should no longer exist under Do not destroy on load **Expected behavior** A DDOL NetworkManager should survive StopHost/StopClient and the offline scene load. **Screenshots** <img width="1146" height="111" alt="Image" src="https://github.com/user-attachments/assets/6c30e41f-079b-4e13-b1bf-d8c39a6965bf" /> NetworkManager.cs **Desktop (please complete the following information):** * OS: Windows * Build target: Standalone * Unity version: 6.3 * Mirror branch: Not sure which branch but it says mirror version 96.0.1 in assets **Additional context** Add any other context about the problem here.
关闭于 2026-03-16 1 条评论