#multipass potentially causing errors

49 messages · Page 1 of 1 (latest)

neat jewel
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@graceful lily @covert kettle

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I believe these two problems are one in the same. Can I get all of the needed information to replicate?

graceful lily
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do you want to see if those errors occuring without multipass just to be sure?

covert kettle
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Currently not home. But once home, I'll run some more tests with and without multipass to find why it errors sometimes. (For me it is after a level change)

neat jewel
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If you could check please.

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Just to be absolutely sure

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If it's just multi-pass forwarding the wrong data or something I can probably fix that pretty quick. My concern is it might be something with clients not being removed after they disconnect

graceful lily
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can i just leave multipass component and put fishy as transport for transport manager?

neat jewel
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No, you'll probably have to go around it entirely. Just disable your network manager, copy it and then change the transport stuff

graceful lily
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ok

neat jewel
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I can't rewrite the transport in the meantime. It is pretty straightforward

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Then we can have you two test that if we do find it multi pass

neat jewel
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I don't understand how our versions are different.

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One sec...

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@graceful lily I just uploaded it again. Please re-download

graceful lily
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i am still building non multipass

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probably dont need to update for that?

neat jewel
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I would update

graceful lily
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k

neat jewel
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if our lines dont align something isnt right

graceful lily
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can i just delete the folder inside unity editor and then import a new package?

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yeah looks like i can

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btw can i ask why fishy client ids start with 32767 and not 0?

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ok wtf @neat jewel i installed 3.7.2 and it still matches my lines

neat jewel
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only local one does

graceful lily
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fishysteamworks only pair of errors

covert kettle
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Is this using Multipass or Just FishySteamworks

graceful lily
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just steamworks

covert kettle
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I use Fishy Facepunch and don't think I get that error. (from what I know of)

neat jewel
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hmm

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so not a MP issue?

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okay I do see line 412 is int length = reader.ReadInt32();

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I may have been looking in the wrong file earlier.

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I wonder..

graceful lily
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hmm does remove component prefab override counts as fully removing the component?

neat jewel
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?

graceful lily
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i removed multipass and tugboat components on the networkmanager prefab in the scene

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so it shows them as override on the prefab

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nope nvm still encountering error even with applied overrides

neat jewel
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I'm checking something

graceful lily
neat jewel
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give me one sec

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found a potential problem im investigating

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going to take a moment

neat jewel
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@covert kettle @graceful lily sent you two friend request