#Can't connect to dedicated server
1 messages · Page 1 of 1 (latest)
seems like library nuke was required and it solved it
I take it back, as soon as I built again - it doesn't work anymore
curious enough, it works after library nuke in editor (running 2 editors on same repo)
🤔
Somehow it's building different for server?
Is this Windows or Linux dedicated server?
Or just a regular Windows build with only server built
both Windows
even when I launch Windows Client with Server mode - it still throws same errors
I'm assuming nothing stupid like something wrapped in unity_server
I've seen this reported once or twice but I don't recall solutions
only built in
So this is related to subscene ghost loading right?
there is only one subscene, which is automatically loaded
It has prespawned ghosts?
Hmm.... So no prespawned ghosts
Is it at loaded before marking yourself as in game
hmm, maybe no
added RequireForUpdate for GoInGameClientSystem, let's test
Because if its not loaded before you get ghosts it's going to have issues
Though I thought the error was different
yeah, I know the error if client loads before subscenes are loaded
ok
maybe that was the thing
so let's see
huh, so client server + client works
now building dedicated to test for sure (this is where problem first occured)
nnnope
same error
There's definitely something wrong with dedicated server build
I'll try something else: not connecting at all until all resources are loaded
nope, same thing
at least client based server only works...
does nuking the library also clear the entities cache? (i would assume so but not sure) are you spawning any ghosts during connection and what version of netcode + entities are you using,i remember having the same problem in pre release but cant remember how i fixed it :/
versions all latest.
nuking library clears everything afaik.
I don't spawn anything until it's connected. Bootstrap code is practically NetworkedCube one, except connection process happens exactly after subscene is loaded on client.
can't find old backup for the fix, im pretty sure i had to package everything to a new project though, if its just netcube bootstrap and instantiating the player on the server then i have no idea, can you paste bootstrap and player spawn code (your way better than me with dots/ecs so if you havent found any problems i doubt i will lol)
I had this issue once when I made two different builds and tried to make them connect to each other. I didn't really look much into it because our game, for now, just has a listen server functionality built into the client, so only one build is made.
Hi @versed frigate apologies for the ping and thread necro but did you ever end up finding out what was throwing the "different hash on the client" errors? I'm doing a build with linux server + web client and it is throwing this error for just about every ghost prefab I've got.
I am getting the same issue when attempting to connect from android to linux server. Did anyone find a solution for this?