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fix(NetworkClient): identity.hostInitialSpawn must start true #10099

fix(NetworkClient): identity.hostInitialSpawn must start true

fix(NetworkClient): identity.hostInitialSpawn must start true #10099

Triggered via push January 26, 2026 17:26
Status Failure
Total duration 4m 1s
Artifacts 7

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Matrix: Run Unity Tests / Run Unity Tests
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16 errors and 5 warnings
Failed test StaticMethod_HookCalledFromSyncVarSetter in Mirror.Tests.SyncVars.SyncVarAttributeHook_HostModeTest: unknown#L0
Unhandled log message: '[Error] OnDeserialize failed Exception=System.NullReferenceException (see below) object=New Game Object component=Mirror.Tests.SyncVars.StaticHookBehaviour netId=1. Possible Reasons: * Do Mirror.Tests.SyncVars.StaticHookBehaviour's OnSerialize and OnDeserialize calls write the same amount of data? * Was there an exception in Mirror.Tests.SyncVars.StaticHookBehaviour's OnSerialize/OnDeserialize code? * Are the server and client the exact same project? * Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both. Exception System.NullReferenceException: Object reference not set to an instance of an object at Mirror.Tests.SyncVars.StaticHookBehaviour.OnValueChanged (System.Int32 oldValue, System.Int32 newValue) [0x00001] in /github/workspace/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeHookTest.cs:68 at Mirror.NetworkBehaviour.GeneratedSyncVarDeserialize[T] (T& field, System.Action`2[T1,T2] OnChanged, T value) [0x000bb] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:840 at Mirror.Tests.SyncVars.StaticHookBehaviour.DeserializeSyncVars (Mirror.NetworkReader reader, System.Boolean initialState) [0x00021] in <6751f37d048d4a56a593845822557428>:0 at Mirror.NetworkBehaviour.OnDeserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x0000a] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1235 at Mirror.NetworkBehaviour.Deserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x00012] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1422 '. Use UnityEngine.TestTools.LogAssert.Expect
Failed test VirtualHook_HookCalledWhenSyncingChangedValued in Mirror.Tests.SyncVars.SyncVarAttributeHook_HostModeTest: unknown#L0
Unhandled log message: '[Error] OnDeserialize failed Exception=System.NullReferenceException (see below) object=New Game Object component=Mirror.Tests.SyncVars.VirtualHookBase netId=1. Possible Reasons: * Do Mirror.Tests.SyncVars.VirtualHookBase's OnSerialize and OnDeserialize calls write the same amount of data? * Was there an exception in Mirror.Tests.SyncVars.VirtualHookBase's OnSerialize/OnDeserialize code? * Are the server and client the exact same project? * Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both. Exception System.NullReferenceException: Object reference not set to an instance of an object at Mirror.Tests.SyncVars.VirtualHookBase.OnValueChanged (System.Int32 oldValue, System.Int32 newValue) [0x00001] in /github/workspace/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeHookTest.cs:81 at Mirror.NetworkBehaviour.GeneratedSyncVarDeserialize[T] (T& field, System.Action`2[T1,T2] OnChanged, T value) [0x000bb] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:840 at Mirror.Tests.SyncVars.VirtualHookBase.DeserializeSyncVars (Mirror.NetworkReader reader, System.Boolean initialState) [0x00021] in <6751f37d048d4a56a593845822557428>:0 at Mirror.NetworkBehaviour.OnDeserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x0000a] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1235 at Mirror.NetworkBehaviour.Deserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x00012] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1422 '. Use UnityEngine.TestTools.LogAssert.Expect
Failed test VirtualOverrideHook_HookCalledWhenSyncingChangedValued in Mirror.Tests.SyncVars.SyncVarAttributeHook_HostModeTest: unknown#L0
Unhandled log message: '[Error] OnDeserialize failed Exception=System.NullReferenceException (see below) object=New Game Object component=Mirror.Tests.SyncVars.VirtualOverrideHook netId=1. Possible Reasons: * Do Mirror.Tests.SyncVars.VirtualOverrideHook's OnSerialize and OnDeserialize calls write the same amount of data? * Was there an exception in Mirror.Tests.SyncVars.VirtualOverrideHook's OnSerialize/OnDeserialize code? * Are the server and client the exact same project? * Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both. Exception System.NullReferenceException: Object reference not set to an instance of an object at Mirror.Tests.SyncVars.VirtualOverrideHook.OnValueChanged (System.Int32 oldValue, System.Int32 newValue) [0x00001] in /github/workspace/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeHookTest.cs:91 at Mirror.NetworkBehaviour.GeneratedSyncVarDeserialize[T] (T& field, System.Action`2[T1,T2] OnChanged, T value) [0x000bb] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:840 at Mirror.Tests.SyncVars.VirtualHookBase.DeserializeSyncVars (Mirror.NetworkReader reader, System.Boolean initialState) [0x00021] in <6751f37d048d4a56a593845822557428>:0 at Mirror.NetworkBehaviour.OnDeserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x0000a] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1235 at Mirror.NetworkBehaviour.Deserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x00012] in /github/workspace/Assets/Mirror/Core/NetworkBehaviour.cs:1422 '. Use UnityEngine.TestTools.LogAssert.Expect
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Artifacts

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Name Size Digest
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