When a connected client calls StopClient, I see in the console of my host player a "[MLAPI] Disconnect Event From... " message. My intention was to listen for that event on the server/host, and then broadcast that message via RPC to the remaining connected clients, along with the disconnecting player ID so remaining connected players can clean up various UI and objects related to the now disconnected player. However, when I try NetworkManager.Singleton.OnClientDisconnectCallback += PlayerDisconnectClientRpc, I start the server/host, and connect Client A and Client B, then when Client B disconnects, After the Disconnect Event I get a NullReferenceException: Could not get NetworkObject for the NetworkBehaviour. Are you missing a NetworkObject component? error on the server/host, Client A console shows a Trying to destroy object [client B ID] but it doesn't seem to exist anymore! warning, The script is attached to the same gameObject with the MLAPI NetworkManager component (it's actually the HelloWorldManager from the MLAPI example), And the only logic in the Rpc method is a Debug.Log("Player DC"); statement for testing. Am I approaching this correctly, and just implementing the messages incorrectly? Or should I be looking at some other synced variable or event to have the server let other players know when and who disconnects?