#ClientNetworkTransform Error

1 messages · Page 1 of 1 (latest)

hot oak
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Want to share your movement code?

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ClientNetworkTransform Error

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@north bear can you send the entire error message?

north bear
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NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.NetworkTransformMessage.Deserialize (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, System.Int32 receivedMessageVersion) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Components/Messages/NetworkTransformMessage.cs:64)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:575)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:446)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:450)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:472)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:49)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:192)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:215)

hot oak
north bear
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hang on it's too long to paste in

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I forgot how to put in large chunks of code

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!code

rapid prairieBOT
north bear
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maybe?

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@hot oak

hot oak
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Doing a quick glance over

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you're not gating other clients from applying input to other cars

jagged salmon
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Destroy(this); in OnNetworkSpawn() is the problem

north bear
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thats to stop other clients from controlling other clients cars

hot oak
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That's not how you'd do that typically

north bear
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except the owner's car script

hot oak
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You'd just put if (!IsLocalPlayer) return; at the top of any movement code

jagged salmon
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just disable it. don't destory it

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destroying it will mess up the order of the components

north bear
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ah, ok

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I still have a lot to learn

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thanks for y'all's help

hot oak
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np

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Pretty much anytime you see an error in Deserialization it means there's a mismatch between clients and/or the server

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That's why I recommended getting rid of any disable or destroy calls, it doesn't always have to be exactly the component causing the error