I'm working on a multiplayer game for a VR experience and have created a SyncList to identify players when they have connected to the game. I can add and remove players from my List but every time I add or remove a player the SyncList throws a error "SyncList no NetworkIdentity". I'm not entirely sure what is causing this error.
This may sound like a stupid question, but have you verified that you actually have a NetworkIdentity component on the same GameObject?
I have. I added a line to check for the NetworkIndentity using gameobject.GetComponent<NetworkIdentity>(). It didn't return a null. I aslo checked the player prefab I'm using and it has NetworkIdentity assigned to it. I also tried commenting out the game object that is in the list so that all should be sending is a string and a bool and it still throws the same error.