#ClientNetworkTransform Error
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Want to share your movement code?
ClientNetworkTransform Error
@north bear can you send the entire error message?
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)
and the movement code?
hang on it's too long to paste in
I forgot how to put in large chunks of code
!code
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Doing a quick glance over
you're not gating other clients from applying input to other cars
Destroy(this); in OnNetworkSpawn() is the problem
thats to stop other clients from controlling other clients cars
That's not how you'd do that typically
except the owner's car script
You'd just put if (!IsLocalPlayer) return; at the top of any movement code