This is being spammed hundreds of times a second when a network animator gets removed from a gameobject. The client in my game doesn't send the server any animation, so the networkanimator gets removed from the gameobject as there is no other way to disable the network animator.
InvalidCastException: Specified cast is not valid.
Unity.Netcode.Components.NetworkAnimator.__rpc_handler_1069363937 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <b7c09b1b80264f9da254262437a7e141>:0)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:77)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:81)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:154)
Unity.Netcode.MessagingSystem:ReceiveMessage(FastBufferReader, NetworkContext&, MessagingSystem) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/MessagingSystem.cs:457)
Unity.Netcode.MessagingSystem:HandleMessage(MessageHeader&, FastBufferReader, UInt64, Single, Int32) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/MessagingSystem.cs:387)
Unity.Netcode.MessagingSystem:ProcessIncomingMessageQueue() (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Messaging/MessagingSystem.cs:407)
Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate() (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:1536)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:1468)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at External/com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:208)
This is being spammed hundreds of times a second when a network animator gets removed from a gameobject. The client in my game doesn't send the server any animation, so the networkanimator gets removed from the gameobject as there is no other way to disable the network animator.