public IEnumerator LocalPlayerIsSetToNullAfterDestroyMessage() { NetworkIdentity player = SpawnObject(true); ClientScene.OnObjectDestroy(new ObjectDestroyMessage { netId = player.netId }); // 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"); }