Niv
Niv3w ago

Just reporting that this bug happens

We're seeing this in the logs ... it seems to also co-incide with actual users report buggy behavior but I'm not 100% sure. In any case the callstack is entirely internal to Normal so I just thought I'd let you guys know this is happening in the wild. (We're on 2.17.0)
No description
6 Replies
kapa.ai
kapa.ai3w ago
Hi @Niv. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- The knowledge sources you provided don’t contain any information about a known bug that matches your description (an internal-only Normal/Normcore callstack on 2.17.0 with “buggy behavior” reported by users), nor do they list a general “report a bug” workflow beyond pointing to Discord and support for follow‑up help.[Room common questions] Because there’s no callstack or specific error text in your message, I can’t tie this to any documented DisconnectEvent, datastore, physics, or instantiation issue.[Disconnect events] What you can do next: 1. Capture the full callstack + context
- Exact error/exception message
- Full stack trace
- Normcore version (you already have: 2.17.0)
- Unity version and target platform
- Rough description of what players were doing when it occurred 2. Share it with the Normcore team / community
- Post the above details in the Normcore Discord for faster triage.[Common questions]
- If you have a support channel through Normcore, send them the logs and reproduction steps directly. 3. Check for related runtime issues
- Look for DisconnectEvents in your logs (e.g., DatastoreDeserializationFailed, InternalServerError, etc.) to see if the bug correlates with a specific disconnect reason.[Disconnect events]
- Confirm you’re not seeing datastore size/throughput issues if the “buggy behavior” is around delayed or missing updates.[Room datastore] If you can provide the exact log text or stack trace here, I can cross‑reference it against the docs you’ve shared and help you interpret what part of Normcore is involved. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@269927864265211906> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
maxweisel
maxweisel3w ago
Are you calling Realtime.Destroy() on a prefab from multiple clients? The main thing that actually causes this is GameObject.Destroy() being called on a prefab, or a prefab being destroyed because it was reparented and the parent was destroyed, or it's a prefab that was in a scene that was unloaded. Essentially if the GameObject for a RealtimePrefab gets destroyed outside of Realtime doing the destroy, when it eventually gets destroyed, you'll get this call because Realtime goes to destroy the GameObject and can't find it.
Niv
NivOP3w ago
yes - that could happen in our scenario (Realtime.Destroy() from multiplayer clients) - but I was under the impression that it should work. I'm pretty sure we're not calling GameObject.Destroy() on things that should get a Realtime.Destroy() - won't this be detected and trigger other errors as well? I'll double check, just in case ...
Mechabit
Mechabit3w ago
is this happening during a scene change?
maxweisel
maxweisel3w ago
triple check reparenting where the parent gets destroyed and scene unloads

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