public IEnumerator LocalPlayerIsSetToNullAfterNetworkDestroy() { const uint netId = 1000; GameObject go = new GameObject(); NetworkIdentity identity = go.AddComponent <NetworkIdentity>(); SpawnMessage msg = new SpawnMessage { netId = netId, isLocalPlayer = true, isOwner = true, }; NetworkIdentity.spawned[msg.netId] = identity; ClientScene.OnHostClientSpawn(msg); NetworkServer.Destroy(identity.gameObject); // wait a frame for destroy to happen yield return(null); // use "is null" here to avoid unity == check Assert.IsTrue(ClientScene.localPlayer is null, "local player should be set to c# null"); }