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)

6 Replies
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.,
- 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: ----------------------
- 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: ----------------------
<@269927864265211906> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
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.
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 ...
is this happening during a scene change?
triple check reparenting where the parent gets destroyed and scene unloads