EditorOnly objects are deleted too early by ClientSim when you use play mode option Reload Scene disabled
SenkyDragon
When Reload Scene is enabled, and you have an udonbehaviour on an editoronly object:
ClientSimRuntimeLoader.OnBeforeSceneLoad -> StartClientSim -> DestroyEditorOnly
fails to do anything because the scene has not yet been loaded, so scene.GetRootGameObjects returns nothing.
ClientSimRuntimeLoader.OnAfterSceneLoad works as expected.
The VRCSDK then continues happily
When Reload Scene is disabled, and you have an udonbehaviour on an editoronly object:
ClientSimRuntimeLoader.OnBeforeSceneLoad -> StartClientSim -> DestroyEditorOnly
works because the scene is already loaded. The EditorOnly objects are destroyed.
Then, it calls into ClientSimNetworkingUtilities.ConfigureNetworkIdsForClientSim, which tries to lookup the udonbehaviour, it doesn't exist, and an InvalidObject error fails out play mode.
DestroyEditorOnly should just be removed from StartClientSim since it never does anything in the "working" case anyways.
Log In
SenkyDragon
This is harmony patched in VRCFury 1.1324