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Netcode Issue(?) #3888
Description
Description
A clear and concise description of what the bug is.
Reproduce Steps
When Hosting
NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.ListSerializer1[T].Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/NetworkVariable/Serialization/TypedSerializerImplementations.cs:344) Unity.Netcode.ListSerializer1[T].Unity.Netcode.INetworkVariableSerializer<System.Collections.Generic.List>.Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at <638f8b09672547aea8c59a993b0e0e73>:0)
Unity.Netcode.NetworkVariableSerialization1[T].Duplicate (T& value, T& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/NetworkVariable/Serialization/NetworkVariableSerialization.cs:155) Unity.Netcode.NetworkVariable1[T].OnInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/NetworkVariable/NetworkVariable.cs:60)
Unity.Netcode.NetworkVariableBase.Initialize (Unity.Netcode.NetworkBehaviour networkBehaviour) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/NetworkVariable/NetworkVariableBase.cs:125)
Chat.__initializeVariables () (at <1c349474cc5642378be2cfec158ae21f>:0)
Unity.Netcode.NetworkBehaviour.InitializeVariables () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkBehaviour.cs:1019)
Unity.Netcode.NetworkBehaviour.InternalOnNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkBehaviour.cs:789)
Unity.Netcode.NetworkObject.InvokeBehaviourNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkObject.cs:2566)
Unity.Netcode.NetworkSpawnManager.SpawnNetworkObjectLocallyCommon (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Spawning/NetworkSpawnManager.cs:1197)
Unity.Netcode.NetworkSpawnManager.AuthorityLocalSpawn (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Spawning/NetworkSpawnManager.cs:1093)
Unity.Netcode.NetworkSpawnManager.ServerSpawnSceneObjectsOnStartSweep () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Spawning/NetworkSpawnManager.cs:1505)
Unity.Netcode.NetworkManager.HostServerInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkManager.cs:1481)
Unity.Netcode.NetworkManager.StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkManager.cs:1437)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkManager:StartHost() (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkManager.cs:1442)
Buttons:Host() (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
When trying to join as a client
[Netcode] A ConnectionRequestMessage was received from the server on the client side. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: 170. Message Content: 02 02 7d 9a e2 a5 21 b2 36 17 b3 11 46 c4 ca 04 01 2a b2 f1 50 01 e9 3a b6 d2 01 39 3b e8 2c 01 ab c9 50 60 01 53 a3 38 44 21 d3 f6 1c b8 01 7f 10 0d af 01 f3 a2 4a 4a 01 a6 22 89 97 01 e9 4e 31 0d 01 b5 fe 01 74 11 be 97 be 73 01 bd 23 d8 d0 01 58 aa fb 1c 01 9d 9a 5c 01 01 e9 51 97 17 01 8a f7 e7 83 01 ee 80 1f c6 01 42 7f 88 c6 01 97 a3 f5 46 01 c2 40 2e a3 01 4e 67 03 d2 01 00 00 00 00 01 00 00 00 00 01 00 00 00 00 01 00 00 00 00 01 00 00 00 00 01 00 00 00 00 01 00 00 00 00 01 7b b0 63 b4 84 16 87 b7
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkManagerHooks:OnVerifyCanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Messaging/NetworkManagerHooks.cs:95)
Unity.Netcode.NetworkMessageManager:CanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Messaging/NetworkMessageManager.cs:315)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Messaging/NetworkMessageManager.cs:397)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkManager.cs:349)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd2a018756ed/Runtime/Core/NetworkUpdateLoop.cs:214)
Actual Outcome
When hosting player spawns as normal, but when trying to make a build join as a client, it won't join.
Expected Outcome
To be able to join as a client.
Screenshots
If applicable, add screenshots to help explain your problem.
Environment
- OS: Windows
- Unity Version: 6000.2.3f1
- Netcode Version: 2.7.0 · October 31, 2025
- Netcode Commit: (com.unity.netcode.gameobjects) ??
-
- Netcode Topology: [e.g. Client-Server, Distributed Authority, etc.]
-Unity Transport: 2.6.0
-Mono Cecil: 1.11.4
- Netcode Topology: [e.g. Client-Server, Distributed Authority, etc.]
Additional Context
Add any other context about the problem here. Logs, code snippets would be useful here but please also consider attaching a minimal Unity project that reproduces the issue.
Activity
EmandM commentedon Mar 5, 2026
Thanks for reporting this! Could you try updating to the latest version of Netcode for GameObjects (v2.10.0). There's a fix in that release that could resolve your issue.
Magman3000 commentedon Mar 6, 2026
Posting this to give reference to the slight shift in numbers due to the update.
NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.ListSerializer
1[T].Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/Serialization/TypedSerializerImplementations.cs:344) Unity.Netcode.ListSerializer1[T].Unity.Netcode.INetworkVariableSerializer<System.Collections.Generic.List>.Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at <76fb2b6ce3064b70b1cc6a280f3a331a>:0)Unity.Netcode.NetworkVariableSerialization
1[T].Duplicate (T& value, T& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/Serialization/NetworkVariableSerialization.cs:155) Unity.Netcode.NetworkVariable1[T].OnInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/NetworkVariable.cs:60)Unity.Netcode.NetworkVariableBase.Initialize (Unity.Netcode.NetworkBehaviour networkBehaviour) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/NetworkVariableBase.cs:127)
Chat.__initializeVariables () (at :0)
Unity.Netcode.NetworkBehaviour.InitializeVariables () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:1134)
Unity.Netcode.NetworkBehaviour.InternalOnNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:802)
Unity.Netcode.NetworkObject.InvokeBehaviourNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:2542)
Unity.Netcode.NetworkSpawnManager.SpawnNetworkObjectLocallyCommon (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager.AuthorityLocalSpawn (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1104)
Unity.Netcode.NetworkSpawnManager.ServerSpawnSceneObjectsOnStartSweep () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1507)
Unity.Netcode.NetworkManager.HostServerInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1511)
Unity.Netcode.NetworkManager.StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1466)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkManager:StartHost() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1471)
Buttons:Host() (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
Magman3000 commentedon Mar 6, 2026
Client Connect Error message disappeared, joining as a client still doesn't work.
EmandM commentedon Mar 6, 2026
Do you mind sharing more details about the problem. Are there any errors that are logged on the server or the client when the client joins?
Try setting your
NetworkManager.LogLeveltoLogLevel.Developerto see if that gives more detail to find the issue.The second stack trace you have posted looks like there's a
NetworkVariablecontaining a nested list where one of the nested list elements is set to null instead of a list.Magman3000 commentedon Mar 6, 2026
Note that this is from an attempt to host and that no code of mine called shutdown
(Debug)[Netcode] StartHost
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1430)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Debug)[Netcode] Initialize
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:Initialize (bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1184)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1445)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Debug)[Netcode] [Server-Side] Pending Client-0 connection approved!
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkConnectionManager:HandleConnectionApproval (ulong,bool,System.Nullable
1<uint>,System.Nullable1<UnityEngine.Vector3>,System.Nullable`1<UnityEngine.Quaternion>) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:959)Unity.Netcode.NetworkManager:HostServerInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1508)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1466)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Error)NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.ListSerializer
1[T].Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/Serialization/TypedSerializerImplementations.cs:344) Unity.Netcode.ListSerializer1[T].Unity.Netcode.INetworkVariableSerializer<System.Collections.Generic.List>.Duplicate (System.Collections.Generic.List1[T]& value, System.Collections.Generic.List1[T]& duplicatedValue) (at <76fb2b6ce3064b70b1cc6a280f3a331a>:0)Unity.Netcode.NetworkVariableSerialization
1[T].Duplicate (T& value, T& duplicatedValue) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/Serialization/NetworkVariableSerialization.cs:155) Unity.Netcode.NetworkVariable1[T].OnInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/NetworkVariable.cs:60)Unity.Netcode.NetworkVariableBase.Initialize (Unity.Netcode.NetworkBehaviour networkBehaviour) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/NetworkVariable/NetworkVariableBase.cs:127)
Chat.__initializeVariables () (at :0)
Unity.Netcode.NetworkBehaviour.InitializeVariables () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:1134)
Unity.Netcode.NetworkBehaviour.InternalOnNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkBehaviour.cs:802)
Unity.Netcode.NetworkObject.InvokeBehaviourNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkObject.cs:2542)
Unity.Netcode.NetworkSpawnManager.SpawnNetworkObjectLocallyCommon (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1208)
Unity.Netcode.NetworkSpawnManager.AuthorityLocalSpawn (Unity.Netcode.NetworkObject networkObject, System.UInt64 networkId, System.Boolean sceneObject, System.Boolean playerObject, System.UInt64 ownerClientId, System.Boolean destroyWithScene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1104)
Unity.Netcode.NetworkSpawnManager.ServerSpawnSceneObjectsOnStartSweep () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1507)
Unity.Netcode.NetworkManager.HostServerInitialize () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1511)
Unity.Netcode.NetworkManager.StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1466)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkManager:StartHost() (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1471)
Buttons:Host() (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Debug)[Netcode] ShutdownInternal
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:ShutdownInternal () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1610)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1473)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Warning)[Netcode] Trying to destroy object 0 but it doesn't seem to exist anymore!
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:28)
Unity.Netcode.NetworkSpawnManager:OnDespawnObject (Unity.Netcode.NetworkObject,bool,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1576)
Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Spawning/NetworkSpawnManager.cs:1452)
Unity.Netcode.NetworkManager:ShutdownInternal () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1650)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1473)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Debug)[Netcode] [Disconnect Event][Client-0][TransportClientId-0][TransportShutdown] NetworkConnectionManager was shutdown. The transport was shutdown.
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkConnectionManager:GenerateDisconnectInformation (ulong,ulong,string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:614)
Unity.Netcode.NetworkConnectionManager:Shutdown () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:1599)
Unity.Netcode.NetworkManager:ShutdownInternal () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1658)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1473)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Warning)Directly calling
UnityTransport.Shutdown()results in unexpected shutdown behaviour. All pending events will be lost. UseNetworkManager.Shutdown()instead.UnityEngine.Debug:LogWarning (object)
Unity.Netcode.Transports.UTP.UnityTransport:Shutdown () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Transports/UTP/UnityTransport.cs:1714)
Unity.Netcode.NetworkConnectionManager:Shutdown () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:1681)
Unity.Netcode.NetworkManager:ShutdownInternal () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1658)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1473)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
(Debug)[Netcode] NetworkConnectionManager.Shutdown() -> IsListening && NetworkTransport != null -> NetworkTransport.Shutdown()
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkConnectionManager:Shutdown () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Connection/NetworkConnectionManager.cs:1684)
Unity.Netcode.NetworkManager:ShutdownInternal () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1658)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCache/com.unity.netcode.gameobjects@c690afa8ab6e/Runtime/Core/NetworkManager.cs:1473)
Buttons:Host () (at Assets/Scripts/GameState/Buttons.cs:11)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@f33505fcd0e6/Runtime/UGUI/EventSystem/EventSystem.cs:514)
1 remaining item
NoelStephensUnity commentedon Mar 6, 2026
Hi @Magman3000,
This looks like there could be an issue with one of your NetworkVariables.
How many declared
NetworkVariable<List<T>>fields do you have?If only a few, could you post the script (or portions of it) where you are:
If the type
Tin your list is anINetworkSerializablethen could you post that too?Also, did you have developer logging enabled in NetworkManager when generating those logs? If not, then go ahead and enable that, re-run, and post the logs generated. That should get some additional details that could help track down the specific
NetworkVariable<List<T>>field that is causing the issue.It looks like it could not be getting assigned.
Things to look for:
Let me know if you find the issue or please post back the additional information so we can help you find it.
Magman3000 commentedon Mar 7, 2026
Tested Commenting out the code on this component instead of toggling the component disabled out of paranoia, and things started working, so I guess that's a fix, but it affecting things without being active feels weird.
EmandM commentedon Mar 9, 2026
Ah yes, if you have a
NetworkVariable<List<string>>that's never initialized, then trying to add to the list will fail because theListis null.new NetworkVariable<List<string>>()initializes theNetworkVariablebut not the underlyingList. To initialize the underlying list you can usenew NetworkVariable<List<string>>(new List<string>()).