#After unity update client no longer spawns

1 messages · Page 1 of 1 (latest)

amber birch
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after updating unity, client player prefab don't spawn, it is on the server, but its prefab is getting despawned as soon as it joins, i have

[Server sided log]
public override void OnNetworkSpawn() => Debug.Log(Player join)
public override void OnNetworkDespawn() => Debug.Log(Player leave)

When i try to connect to server with client, i get join and right after leave.
Its like players prefab never spawns at first place.

i tried everything, and nothing worked so far.

weak shale
#

You'll need to check the server logs or the editor console for errors. What editor and NGO version are you running?

amber birch
# weak shale You'll need to check the server logs or the editor console for errors. What edit...

i am using version 2.7.0

Host/Server:

[Netcode] [Host-Side] Transport connection established with pending Client-1.
[Netcode] [Server-Side] Pending Client-1 connection approved!

Client:

[Netcode] StartClient
[Netcode] Initialize
[Netcode] [Approval Pending][Client] Transport connection with DAHost established! Awaiting connection approval...
[Netcode] [Client-1] Connection approved! Synchronizing...
[Netcode] [Client-1][Scene Management Enabled] Synchronization complete!

no errors no nothing, client player prefab just don't spawn at all, only host

#

i made second player just an cube with camera, put into networkmanager -> default player prefab, and it worked, but if i try with my player prefab it just don't spawn, and it cannot be the fault of scripts because i did have disabled them, disable some, test each time i disable one script nothing

#

now i have tried to leave only playermodel and network object, in my original player prefab, still client prefab is not being created

#

its not like the client is not connected or something, because client is there, its visible in observers, in network visualization