Quick answer: Only send RPCs after OnNetworkSpawn and before despawn, and move any early-state initialization into OnNetworkSpawn so it runs once the object is networked.

An NGO RPC requires a spawned NetworkObject to address. Calling one in Awake or Start, before spawn, gives Netcode nothing to deliver, so the call vanishes with at most a warning.

How to fix it

1. Initialize in OnNetworkSpawn

Move any code that sends RPCs or relies on network identity into OnNetworkSpawn, which runs only once the object is properly networked on that machine.

2. Gate sends on IsSpawned

Before invoking an RPC, check IsSpawned (and IsServer/IsOwner as appropriate) so you never fire one against an object that has no network identity.

3. Queue early intent until spawn

If you must trigger something before spawn, buffer the intent locally and flush it inside OnNetworkSpawn so nothing is lost during the pre-spawn window.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.