#Checking logcat, I find that the host is
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Well, I'm in a situation where I can't do that, primarily to test the two Quest 2 devices.
I can show the errors though.
also use this in game console for help in debugging in VR
https://github.com/yasirkula/UnityIngameDebugConsole
it's fine I hacked one of my own
let me run the example another time and get the exact errors
Here's the error from this iteration:
WebRequestException: Unable to complete SSL connection
at Unity.Services.Authentication.WebRequest.SendAsync[T] () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext
executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean
preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Runtime.CompilerServices.AsyncMethodBuilderCore+MoveNextRunner.Run () [0x00000] in
<00000000000000000000000000000000>:0
at System.Threading.Tasks.AwaitTaskContinuation.RunCallback (System.Threading.ContextCallback callback, System.Object
state, System.Threading.Tasks.Task& currentTask) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.Tasks.Task.FinishContinuations () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.Tasks.Task.Finish (System.Boolean bUserDelegateExecuted) [0x00000] in
<00000000000000000000000000000000>:0
these are for each of the headsets
these contain a number of errors (and some errors which may not be errors? such as relay service sign in stuff)
@flat forge sorry for the tag if you're busy!
If the web request is failing then you may need to check its internet access. or it could be a firewall issue
Okay, I fixed that; that was just the WiFi... the next set of errors are here:
15:54:54.178 E KeyNotFoundException: The given key 'NetworkDebugLogText' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00000] in
<00000000000000000000000000000000>:0
at Unity.Netcode.ProxyRpcTargetGroup.Send (Unity.Netcode.NetworkBehaviour
behaviour, Unity.Netcode.RpcMessage& message, Unity.Netcode.NetworkDelivery delivery, Unity.Netcode.RpcParams
rpcParams) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.NotServerRpcTarget.Send (Unity.Netcode.NetworkBehaviour
behaviour, Unity.Netcode.RpcMessage& message, Unity.Netcode.NetworkDelivery delivery, Unity.Netcode.RpcParams
rpcParams) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.ClientsAndHostRpcTarget.Send (Unity.Netcode.NetworkBehaviour
behaviour, Unity.Netcode.RpcMessage& message, Unity.Netcode.NetworkDelivery delivery, Unity.Netcode.RpcParams
rpcParams) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.NetworkBehaviour.__endSendRpc (Unit
this is from the device trying to join
connections can be created properly I suppose
It might be a good idea to reply back to me by tagging me, since I can't see notifications usually
Okay, I got the clients to connect... briefly. The second client just shutdown automatically. What gives?
Are you getting any additional errors?
Yeah, that the client is shutting down its connection due to a 'transport error'
getting a screenshot, please wait
Are you using the Relay service as well?
Relay + Lobbies
can you tell if the client is connecting to the Relay? I see the Lobby connecting
Yes, it connects to Relay briefly
Is the Relay still running on the host? And can the client try to reconnect?
No, that's not happening
The host probably encounters a Transport error and shuts down
Sorry, I'm away from my workstation
I was originally trying to make a broadcast board where every client sends its logs
However, that isn't the primary purpose; my original original purpose was to get player pawns replicating (now they aren't since no connection is established).
@flat forge whenever you are there!
Tried using Meta XR simulator, getting the same kind of errors
It still disconnects right after connecting in pretty much the same fashion as before. I am presuming there's a firewall issue with my network.
https://imgur.com/a/JYCYACt
Running the host on one of the Quests?
Both ways: hosting on a Quest and making it a client
@flat forge confirming that it's not a network issue. I took the devices home and they still exhibited the very same behaviour.
@flat forge are you there today?
Yea. But I don't know what the issue is. If it connects then there is no reason for it to disconnect unless Shutdown() is getting called
Have you tried using ParellSync to connect between to editors?
Shutdown() is indeed being called, but not from within my code
No, I haven't, since I need it to work on the headsets