#RPC Protocole Version Error

1 messages · Page 1 of 1 (latest)

dawn elbow
#

Hello guys,
I'm starting from the competitive multiplayer template, and I just realized that when I do a rpc broadcast from the server (dgs-linux), if I try to make a game between my android phone and my window... I have a a error on protocole version from NetworkConnection.

To be more precise, I finaly tried to create a game with the Android and then try try join with the editor (everyone on production env). That did crash my game on Android and I got this error :

[ClientWorld] RpcSystem received bad protocol version from NetworkConnection[id0,v1]
Local protocol: NPV[NetCodeVersion:2, GameVersion:0, RpcCollection:8986498059331672798, ComponentCollection:9963300057787917624]
Remote protocol: NPV[NetCodeVersion:2, GameVersion:0, RpcCollection:8986498059331672798, ComponentCollection:10847970838695300741]

Is there some limitations I don't know ? Or did my IRpcCommand need some configuration ?
It looks like the game build on Android has not the same version, is there a way around or it's just impossible for Unity ?

Thanks !

PS : I'm on last Unity 6 and that's my RPC component :

    public enum E_CharacterEditorCategory
    {
        Hair,
        Top,
        Bottoms
    }

    public struct SwapSkinnedMeshRPC : IRpcCommand
    {
        public NetworkTick Tick { get; set; }
        public int NetworkId;

        public E_CharacterEditorCategory Category;
        public int OldIndex;
        public int NewIndex;
    }
dawn elbow
#

RPC Protocole Version Error

thick locust
#

Hey Mathieu, your ComponentCollection hash is different on the server vs client, so you likely: a) have a different set of assemblies loaded on your production DGS vs your client world (are you playing from the editor, for example?), or b) you've made changes to a [GhostField] on an IComponentData. The RPC doesn't appear to be relevant, as this likely happens during Netcode for Entities connection handshake.