Description
When a client is synchronized while a NetworkList<T> on an already spawned object still has unsent changes, that client applies those changes twice: once from the synchronization snapshot and again from the next tick's delta. Add, Insert, Remove, RemoveAt and Clear aren't idempotent, so the client's list ends up with duplicate entries, and every later index-based event lands on the wrong element on that client. Clients that were already connected are unaffected.
#3081 fixed this for NetworkVariable<T>: WriteFieldSynchronization serializes the previous value while changes are pending. NetworkList<T> doesn't override it, so NetworkBehaviour.WriteNetworkVariableData falls back to WriteField and writes the current contents while m_DirtyEvents is still populated. By the next tick the new client is an observer, so NetworkBehaviourUpdater.ProcessDirtyObjectServer sends it the same events.
The frame ordering makes this deterministic, not a race. Connection requests and approvals are handled in EarlyUpdate (HandleConnectionApproval → SynchronizeNetworkObjects, which adds the observer and serializes the snapshot immediately), while deltas go out on the tick in PreUpdate. Any structural change made in Update or LateUpdate of the previous frame is therefore always still pending when the snapshot is taken. That includes changes made while completing an async ConnectionApprovalCallback (response.Pending = false in the same frame), which is how we hit it.
NGO already flushes pending deltas before NetworkShow (NetworkBehaviourUpdater.ForceSendIfDirtyOnNetworkShow) and before ownership changes (#3081), but not before synchronizing a connecting client.
Reproduce Steps
- Add this component to an in-scene placed NetworkObject (scene management on, connection approval off):
using Unity.Netcode;
using UnityEngine;
public class NetworkListLateJoinRepro : NetworkBehaviour
{
private NetworkList<int> values = new();
private void Update()
{
// One entry per frame; whatever was added after the last tick is still pending
// when the next connection request is handled in EarlyUpdate.
if (IsServer && IsSpawned) values.Add(Time.frameCount);
}
public override void OnNetworkSpawn()
{
if (IsServer) return;
int newestInSnapshot = values.Count > 0 ? values[values.Count - 1] : -1;
values.OnListChanged += change =>
{
if (change.Type == NetworkListEvent<int>.EventType.Add && change.Value <= newestInSnapshot)
Debug.LogError($"{change.Value} was already in the synchronization snapshot and was added again.");
};
}
}
- Start a server (dedicated or host).
- Connect a client.
- See the error on the client: the entries the server added after its last tick, before it handled the connection request, arrive in the snapshot and again as Add events. The client's
values.Count ends up higher than the server's.
Actual Outcome
The newly connected client applies the pending events on top of a snapshot that already contains them. It gets duplicate entries, and later Value/RemoveAt/Insert events hit the wrong indices on that client only. In our game, every entry the server added while completing the first player's approval (bots joining the match) appeared twice in that player's stats, player info and team lists, which broke the scoreboard.
Expected Outcome
The client's list matches the server's, the way NetworkVariable<T> behaves since #3081.
Screenshots
n/a
Environment
- OS: Windows 11
- Unity Version: 6000.6.0f1
- Netcode Version: 2.13.3. The same code is in the 3.0.0 package and on
develop-2.0.0 and develop-3.x.x as of 2026-10-03.
- Netcode Commit hash: n/a (installed from the package registry)
- Netcode Topology: Client-Server (dedicated server), scene management enabled
Additional Context
Possible fixes (either should work):
- Override
WriteFieldSynchronization in NetworkList<T> to write the list as of the last sent delta, e.g. a copy refreshed in ResetDirty, mirroring NetworkVariable<T>'s previous value.
- Flush pending deltas in
HandleConnectionApproval before the client becomes an observer, as ForceSendIfDirtyOnNetworkShow does for NetworkShow.
Workaround we're shipping, confirmed to fix it. It has to be compiled into Unity.Netcode.Runtime through an .asmref because these APIs are internal:
// INetworkHooks, registered with networkManager.MessageManager.Hook(...) in OnServerStarted.
// ConnectionApprovedMessage is sent after AddClient but before SynchronizeNetworkObjects makes
// the client an observer, so the flush only reaches clients that already have the old state.
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
if (typeof(T) != typeof(ConnectionApprovedMessage)) return;
networkManager.BehaviourUpdater.NetworkBehaviourUpdate();
}
This only works with scene management enabled. With it off, the snapshot travels inside ConnectionApprovedMessage itself, which is serialized before the hook runs.
Related: #3999 (same duplicate for changes made in OnNetworkSpawn), #2454 (NetworkShow), #2462, #1590.
Description
When a client is synchronized while a
NetworkList<T>on an already spawned object still has unsent changes, that client applies those changes twice: once from the synchronization snapshot and again from the next tick's delta. Add, Insert, Remove, RemoveAt and Clear aren't idempotent, so the client's list ends up with duplicate entries, and every later index-based event lands on the wrong element on that client. Clients that were already connected are unaffected.#3081 fixed this for
NetworkVariable<T>:WriteFieldSynchronizationserializes the previous value while changes are pending.NetworkList<T>doesn't override it, soNetworkBehaviour.WriteNetworkVariableDatafalls back toWriteFieldand writes the current contents whilem_DirtyEventsis still populated. By the next tick the new client is an observer, soNetworkBehaviourUpdater.ProcessDirtyObjectServersends it the same events.The frame ordering makes this deterministic, not a race. Connection requests and approvals are handled in EarlyUpdate (
HandleConnectionApproval→SynchronizeNetworkObjects, which adds the observer and serializes the snapshot immediately), while deltas go out on the tick in PreUpdate. Any structural change made in Update or LateUpdate of the previous frame is therefore always still pending when the snapshot is taken. That includes changes made while completing an asyncConnectionApprovalCallback(response.Pending = falsein the same frame), which is how we hit it.NGO already flushes pending deltas before NetworkShow (
NetworkBehaviourUpdater.ForceSendIfDirtyOnNetworkShow) and before ownership changes (#3081), but not before synchronizing a connecting client.Reproduce Steps
values.Countends up higher than the server's.Actual Outcome
The newly connected client applies the pending events on top of a snapshot that already contains them. It gets duplicate entries, and later Value/RemoveAt/Insert events hit the wrong indices on that client only. In our game, every entry the server added while completing the first player's approval (bots joining the match) appeared twice in that player's stats, player info and team lists, which broke the scoreboard.
Expected Outcome
The client's list matches the server's, the way
NetworkVariable<T>behaves since #3081.Screenshots
n/a
Environment
develop-2.0.0anddevelop-3.x.xas of 2026-10-03.Additional Context
Possible fixes (either should work):
WriteFieldSynchronizationinNetworkList<T>to write the list as of the last sent delta, e.g. a copy refreshed inResetDirty, mirroringNetworkVariable<T>'s previous value.HandleConnectionApprovalbefore the client becomes an observer, asForceSendIfDirtyOnNetworkShowdoes for NetworkShow.Workaround we're shipping, confirmed to fix it. It has to be compiled into
Unity.Netcode.Runtimethrough an.asmrefbecause these APIs are internal:This only works with scene management enabled. With it off, the snapshot travels inside
ConnectionApprovedMessageitself, which is serialized before the hook runs.Related: #3999 (same duplicate for changes made in
OnNetworkSpawn), #2454 (NetworkShow), #2462, #1590.