There is an undocumented limit on Network IDs.
If you assign a Network ID beyond 10 000 to a PlayerObject its persistence features will break while the UdonBehaviour itself still functions and syncs.
ClientSim throws the following error:
ran out of player persistence view ids
In-game testing results in
Removed some Player Persistence metadata that had invalid IDs.
errors.
Apparently there is a limit of 100 000 for Network IDs in general, its way less likely to hit this, but this also seems undocumented.
The difference in limit for PlayerObjects and standard UdonBehaviour objects is confusing and the provided errors don't accurately explain how to solve this issue.
The Network ID Utility also does not seem to take this limit for Player Objects into account and does not warn or ensure a lower ID is assigned to the persistent objects.
Furthermore, the Network ID Utility crashes on projects with this many Network IDs, but this was already documented here: https://feedback.vrchat.com/sdk-bug-reports/p/network-id-utility-has-massive-performance-issues