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MatchCondition spawn despawn bug #1033
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Found temp workaround to add owneronlycondition to nob. disable it after spawn and enable it before remove match condition
also i dived in fish code and found that in despawn method there is auto remove from match call and could be another workaround
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on Aug 30, 2026 Looked into this and this appears to working properly. When you remove from the match it treats the network object as in no match and spawns it for everybody because that is the only condition which is blocking it from being seen by other players. Then when you despawn it that is when it fully disappears.
You would either need to despawn it instead of removing it from the match which you already figured as an option or have another condition which restricted it from being seen for the other client.
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on Oct 2, 2026
Unity: 2022.3.62f2, 6000.3.12f1
Fish: up to 4.6.22
When some nob added to some id with MatchCondition, and when you need to kill this nob you do remove from match and despawn in one row.
Expected behavior: nob removed and not added to any match and not spawned on any client with different match.
What actually happend: default pool do instantiate and destroy new instance of nob type on all clients what cause Awake and OnDestroy calls.
There is simple project with this bug. You need to use parrelsync or builds or something. Run server and client instances. On server click on Server button to spawn "room". On client click Client button and wait for client spawn. Then click on remove room button on server instance, it will remove room from match and despawn room. Check logs on client, room have id 1, client have id 2, but this client will receive spawn and despawn for new room instance (or this room, idk exactly).
matchRemoveBug.zip