NetworkProximityChecker ArgumentOutOfRangeException

If I add a NetworkProximityChecker component to any gameobject (which does have a NetworkIdentity or a NI and a NetworkTransform) then I get an error with the client being unable to connect.

Everything works fine for the Host.

Unity 5.1.1f1

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[UnityEngine.Networking.PlayerController].get_Item (Int32 index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:633)
UnityEngine.Networking.NetworkProximityChecker.OnCheckObserver (UnityEngine.Networking.NetworkConnection newObserver) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkProximityChecker.cs:44)
UnityEngine.Networking.NetworkIdentity.OnCheckObserver (UnityEngine.Networking.NetworkConnection conn) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:328)
UnityEngine.Networking.NetworkServer.SetClientReadyInternal (UnityEngine.Networking.NetworkConnection conn) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:1119)
UnityEngine.Networking.NetworkServer.SetClientReady (UnityEngine.Networking.NetworkConnection conn) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:1064)
UnityEngine.Networking.NetworkManager.OnServerReady (UnityEngine.Networking.NetworkConnection conn) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkManager.cs:697)
UnityEngine.Networking.NetworkManager.OnServerReadyMessageInternal (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkManager.cs:588)
UnityEngine.Networking.NetworkConnection.HandleMessage (System.Collections.Generic.Dictionary`2 handler, UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:301)
UnityEngine.Networking.NetworkServer.InternalUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:652)
UnityEngine.Networking.NetworkServer.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:514)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:706)

seanr, Jun 11, 2015

bug 703979 filed.

To workaround this, use a script
derived from NetworkProximityChecker:

Code (CSharp):
 
     using UnityEngine;
     using UnityEngine.Networking;
      
     public class ProxChecker : NetworkProximityChecker {
      
         public override bool OnCheckObserver(NetworkConnection
 newObserver)
         {
             return false;
         }
     }

But for now, players will no see
objects until the object’s visibility
is updated. So could lag for a second
after they log in.

http://forum.unity3d.com/threads/object-visibility-with-networkproximitychecker.332626/