Hey Marc,
Yeah I resolved it, I also reported the tagging issue to support, how to reproduce and which lessons lose the tags included. What was the original lesson where I noticed that is hard to tell, I do believe it was “Shutting down cleanly” (16_CO_UMP) but the actual issue was somewhere earlier.
Here’s one for 9_ga_ump that still has broken tags:
NullReferenceException: Object reference not set to an instance of an object
Leaderboard.HandlePlayerSpawned (TankPlayer player) (at Assets/Scripts/UI/Leaderboard/Leaderboard.cs:113)
Leaderboard.OnNetworkSpawn () (at Assets/Scripts/UI/Leaderboard/Leaderboard.cs:43)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkBehaviour.cs:497)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkBehaviour.cs:501)
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkObject.cs:1066)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Spawning/NetworkSpawnManager.cs:636)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Spawning/NetworkSpawnManager.cs:539)
Unity.Netcode.NetworkSceneManager:OnServerLoadedScene(UInt32, Scene) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/SceneManagement/NetworkSceneManager.cs:1630)
Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/SceneManagement/NetworkSceneManager.cs:1600)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/SceneManagement/SceneEventProgress.cs:262)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
I assume it tells the player is null, which is weird considering in the prior lesson it worked normally.
Lesson is Leaderboard Names, prior one is Leaderboard Spawning, but I just got there and haven’t done much debugging to begin with.
Unrelated question:
Which days/hours is support available? You’ve been a great help on this project (had a happy emoji but it turns into the creepy so just imagine a happy face)