Unet out of Sync Error

Hello guys
Recently i’m facing an error when a client connects to a server and i don’t know how to solve it. The error shows on client.

In my program i use SyncListStruct and when a player joins a game the server receive the signal, adds a record to the list and than the list is being synced. I think that the error can be coused by not synced list when player joins the game, but… How to solve it? The error shows only once when client joins the game. Regardless of it everything works, but i don’t like when errors appear. Anyone faced the same problem?

This is the error, it doesn’t point to any line in any of script that “i have access” to.

InvalidOperationException: out of sync
    
System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.Int32].VerifyState () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:912)

System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.Int32].MoveNext () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:835)
    System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[System.String,System.Int32].MoveNext () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:1028)

UnityEngine.Networking.NetworkCRC.Dump (UnityEngine.Networking.NetworkSystem.CRCMessageEntry[] remoteScripts) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkCRC.cs:110)
    
UnityEngine.Networking.NetworkCRC.ValidateInternal (UnityEngine.Networking.NetworkSystem.CRCMessageEntry[] remoteScripts, Int32 numChannels) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkCRC.cs:78)

UnityEngine.Networking.NetworkCRC.Validate (UnityEngine.Networking.NetworkSystem.CRCMessageEntry[] scripts, Int32 numChannels) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkCRC.cs:69)
    
UnityEngine.Networking.NetworkClient.OnCRC (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:889)
   
 UnityEngine.Networking.NetworkConnection.HandleReader (UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:468)
   
 UnityEngine.Networking.NetworkConnection.HandleBytes (System.Byte[] buffer, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:424)

    UnityEngine.Networking.NetworkConnection.TransportRecieve (System.Byte[] bytes, Int32 numBytes, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:576)

    UnityEngine.Networking.NetworkClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:735)

    UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:950)

    UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:1073)

I have found the problem.

The problem occured because in my online scene i placed* two network objects without adding them to spawnable prefabs in network manager.

Placed* that means i didn’t spawn them during runtime by function NetworkServer.Spawn, but i built them in the scene by default.

Maybe this will be helpful to somebody.