public void HideForConnection() { // add connection INetworkPlayer player = Substitute.For <INetworkPlayer>(); NetworkIdentity identity = new GameObject().AddComponent <NetworkIdentity>(); serverObjectManager.HideForConnection(identity, player); player.Received().Send(Arg.Is <ObjectHideMessage>(msg => msg.netId == identity.NetId)); // destroy GO after shutdown, otherwise isServer is true in OnDestroy and it tries to call // GameObject.Destroy (but we need DestroyImmediate in Editor) Object.Destroy(identity.gameObject); }