#[Hot Patch] No reader writer found for custom NetworkMessage, class, struct.
15 messages · Page 1 of 1 (latest)
Okay, I got two questions:
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Yeah hot update only updates code like monobehaviour etc. But anything network related, I am afraid I didn't get your meaning.
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Should I mess up with link.xml?
I'm saying changes to network behaviours, network messages or objects with networking components probably cannot be hot patched
Ah that UserSpawnInfo did come from Network behaviour. It's also used in SyncVar
right, and should be a struct, as I said
Sure I will change that
I am sorry to inform that even switching to struct, still not working for client build. 😭
No writer found for Player.UserSpawnInfo. This happens either if you are missing a NetworkWriter extension for your custom type, or if weaving failed. Try to reimport a script to weave again.
UnityEngine.StackTraceUtility:ExtractStackTrace()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.SyncList`1:OnSerializeAll(NetworkWriter)
Mirror.NetworkBehaviour:OnSerialize(NetworkWriter, Boolean)
Mirror.NetworkBehaviour:Serialize(NetworkWriter, Boolean)
Mirror.NetworkIdentity:SerializeServer(Boolean, NetworkWriter, NetworkWriter)
Mirror.NetworkServer:SendSpawnMessage(NetworkIdentity, NetworkConnection)
Mirror.NetworkConnectionToClient:AddToObserving(NetworkIdentity)
Mirror.NetworkIdentity:AddObserver(NetworkConnectionToClient)
Mirror.NetworkServer:AddAllReadyServerConnectionsToObservers(NetworkIdentity)
Mirror.NetworkServer:SpawnObject(GameObject, NetworkConnection)
Mirror.NetworkServer:AddPlayerForConnection(NetworkConnectionToClient, GameObject)
Mirror.NetworkManager:OnServerAddPlayer(NetworkConnectionToClient)
Mirror.NetworkManager:OnServerAddPlayerInternal(NetworkConnectionToClient, AddPlayerMessage)
Mirror.<>c__DisplayClass8_0`2:<WrapHandler>b__0(NetworkConnection, NetworkReader, Int32)
Mirror.NetworkServer:OnTransportData(Int32, ArraySegment`1, Int32)
Mirror.LocalConnectionToServer:Send(ArraySegment`1, Int32)
Mirror.NetworkConnection:Send(T, Int32)
Mirror.NetworkClient:AddPlayer()
Mirror.LocalConnectionToServer:Update()
Mirror.NetworkClient:NetworkLateUpdate()
That's the server's error - it can't serialize it for some reason. Show the declaration of the SyncList and whatever is going into it
Okay
put the code in https://pastie.io/ instead of flooding chat
I need a couple sec.
The production cloud desktop cannot visit this website.
Let me write an example code. It also have that issue with a new unity project which has only HybridCLR and Mirror when I do some tests.
Log as follows
https://pastie.io/drdkgg.css
Works in Editor but not hot update client build.
I test with HybridCLR and Addressable turned off and drag the empty scene with the script into build settings. It works.