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Game Lag White Paper › Problems only some players hit

Client version or data mismatch Client version / data table mismatch

Cause ID pt-version · Primary owner Game team (Client development) · Also Game team (Server development)

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If the second client is a different install or isn’t fully patched, it doesn’t recognize new NPC IDs the server sends and silently ignores them.

Why An install in a different folder, or a client launched mid-patch → Effect Unknown NPC IDs or model IDs are skipped → On screen Only newly added NPCs are invisible on one side

Symptoms
Invisible / ghost entities
Factors
Packet loss
Who’s affected
One client on the same PC
When
Right after login or maintenance
Owner
Primary owner Game team (Client development) · Also Game team (Server development)
Game team action items
Client: send the data version on connect, when an unknown ID arrives log it and show a placeholder. Server: check the data version on connect and, if it differs, refuse the connection and prompt a patch.
On the graph
Outliers only · Unknown IDs received per client version
Where to look
The two clients’ executable paths and the client and data versions shown on screen or in logs. On the game side, the data version sent on connect and how many times unknown NPC or model IDs were received and skipped, logged
Confirmed if
The two clients differ in version or install folder, the invisible NPCs were added in a recent patch, and they show up in the fully patched install
Ruled out if
Same version and install folder but missing on one side only: points to a channel/phase difference or a loading or delivery cause
Check with
The player’s own environment

Sources

  1. NetworkConfig class (Netcode for GameObjects 2.5) Unity
    Clients with different ProtocolVersion values don’t communicate, and ForceSamePrefabs checks for prefab list differences on connect

See also

Same layer: Problems only some players hit

Same symptom (Invisible / ghost entities), other layers

View the interactive card with figures and simulations