Describe the bug
NetworkList OnListChanged event doesn't get triggered on Client. Host/Server works fine, but will not trigger on the Client. Client changes will not trigger the event on both Client and Host.
To Reproduce
See following code:
`public class ChatMessaging : NetworkBehaviour
{
public ChatBox chatBox;
static ChatMessaging s_Singleton;
public static ChatMessaging Singleton => s_Singleton != null ? s_Singleton : (s_Singleton = FindObjectOfType<ChatMessaging>());
NetworkList<string> m_chatMessages = new NetworkList<string>(new NetworkVariableSettings()
{
ReadPermission = MLAPI.NetworkVariable.NetworkVariablePermission.Everyone,
WritePermission = MLAPI.NetworkVariable.NetworkVariablePermission.Everyone,
SendTickrate = 5
}, new List<string>());
void Start()
{
m_chatMessages.OnListChanged += OnListChanged;
}
void OnListChanged(NetworkListEvent<string> changeEvent)
{
Debug.Log(changeEvent.Value);
}
public void SendChatMessage(string message)
{
m_chatMessages.Add(message);
}
}`
Expected behavior
NetworkList to be synced between host and client and for OnListChanged event to be invoked.
Screenshots

Environment (please complete the following information):
- OS: macOS Catalina 10.15.7
- Unity Version: 2020.2.7f1
- MLAPI Version: release/0.1.0
- MLAPI Commit: ddf9d9b
Additional context
Getting the following message at the same time:
[MLAPI] NETWORK_VARIABLE_DELTA message received for a non-existent object with networkObjectId: 3. This delta will be buffered and might be recovered.: UnityEngine.Debug:LogWarning (object)
Describe the bug
NetworkList OnListChanged event doesn't get triggered on Client. Host/Server works fine, but will not trigger on the Client. Client changes will not trigger the event on both Client and Host.
To Reproduce
See following code:
`public class ChatMessaging : NetworkBehaviour
{
public ChatBox chatBox;
}`
Expected behavior
NetworkList to be synced between host and client and for OnListChanged event to be invoked.
Screenshots

Environment (please complete the following information):
Additional context
Getting the following message at the same time:
[MLAPI] NETWORK_VARIABLE_DELTA message received for a non-existent object with networkObjectId: 3. This delta will be buffered and might be recovered.: UnityEngine.Debug:LogWarning (object)