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Team Interest Management Issue
This concerns Team Interest Management. I have a prefab player with a team network id = 0 and the bool forceShown activate and prefabs registered in "spawnable prefabs" in my network Manager. This prefabs contains a network team too and the team id = 5. I use the "spawn()" function on my objects (server side) After, when a client connects, my objects with a team network are by default spawned (which is not normal for me because player team id != objects team id ) and when I modify a team id of object on server side , all my object with a wrong team id (compared to the team id of my player prefab) are update and delete of my scene (normal behaviorl).

- OS: Windows
- Build target: Editor
- Unity version 2021.3
- Mirror branch: Main