#Critical network transform send interval issue

35 messages · Page 1 of 1 (latest)

gritty temple
#

When send interval is 4, object is not despawning properly, when it is setting to 1 everything is good
(With send interval 2 error also happend)
Error message
`
MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
FishNet.Component.Transforming.NetworkTransform.TimeManager_OnPostTick () (at Assets/FishNet/Runtime/Generated/Component/NetworkTransform/NetworkTransform.cs:874)
FishNet.Managing.Timing.TimeManager.IncreaseTick () (at Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:715)
FishNet.Managing.Timing.TimeManager.<TickUpdate>g__MethodLogic|100_0 () (at Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:376)
FishNet.Managing.Timing.TimeManager.TickUpdate () (at Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:366)
FishNet.Transporting.NetworkReaderLoop.Update () (at Assets/FishNet/Runtime/Transporting/NetworkReaderLoop.cs:28)

`
Fish-Networking 4.6.1
Unity 2022.3.53f1
Transport Fishysteamworks

TEST
4.6.4R issue still exist
4.6.1 issue exist
4.5.6 working good

proven anchor
gritty temple
#

Okey, whom i should ping for that?

#

@olive epoch @jade fjord

proven anchor
gritty temple
#

After updating to 4.6.4R issue still exist

#

Critical network transform send interval issue

#

The way i'm exiting game
`

SceneUnloadData sld = new SceneUnloadData(sceneName);
NetworkConnection[] conns = instance.ServerManager.Clients.Values.ToArray();
instance.SceneManager.UnloadConnectionScenes(conns, sld);

`

gritty temple
#

@jade fjord

jade fjord
#

I'll try to have a look at it today

gritty temple
gritty temple
#

I tested on Fish-Networking 4.5.6 working good

#

On 4.6.1 issue exist

jade fjord
#

Interesting, and on the latest version?

gritty temple
#

Yes

#

I wrote above

#

i will summarize in main message

jade fjord
#

The latest is 4.6.4

gritty temple
#

Tested on 4.6.4R and issue still exist

olive epoch
gritty temple
#

Maybe you have already setup repo with game starting and exiting?

olive epoch
#

Nothing setup for this environment

gritty temple
#

For now i dont have time for setuping demo of bug, sorry

olive epoch
#

Np

#

These environments can take time for us to setup given we are not experiencing the issue in the first place. There could be something unique to your case that we'd miss. That's why for individual incidents we ask for sample projects to not only speed up resolution but to make sure we make the most of our time.

gritty temple
#

Okey, just keep me in loop

gritty temple
#

@olive epoch @jade fjord I found what lead to this issue

#

I close transport before scene unload is finished

gritty temple
#

But something is changed in new versions, because on old one there are no this issue

olive epoch
gritty temple
#

I created separate project for implementing this issue, looks like it’s happening only when huge scene is unloading

olive epoch
#

Are you able to export only the test files?

#

eg: the scene, script, prefabs. If so put them in their own folder and export, then upload here please. Do not include FishNet

gritty temple