NetworkObject binding failed on Host and Client
See original GitHub issueDescribe the bug Main error : Cannot find pending soft sync object. Is the projects the same? When starting an host that switch scene, the binding between any new client for any networkedobjects is not working. That result with different network id for scene objects (one that have networkedobject on).
To Reproduce Steps to reproduce the behavior: Go to this github repository : https://github.com/Pourfex/IssueSceneHostMlapi Make 2 projects with this repository. One should start playmode and press space to be the host. One should start playmode and press b to be a client.
An error on client occured, you can check on the interaction scene the network id that are not the same.
The workaround for now is on the same repository on the branch “workaround”
https://github.com/Pourfex/IssueSceneHostMlapi/tree/workaround which is using Unity Scene loader before starting the host.
Expected behavior The networked behaviour should have the same networking id and no error should be displayed
Screenshots Error on client :
Environment (please complete the following information):
- OS: Windows 10
- Unity Version: 2019.3.3f1
- MLAPI Version: 6.0.1
Additional context Use in another context, find the bug and discuss it with NFMynster on discord. The workaround is to use the Unity Scene loader before starting the host like this :
SceneManager.LoadScene("InteractionScene");
SceneManager.sceneLoaded += (arg0, arg1) => {
NetworkingManager.Singleton.StartHost();
};
Issue Analytics
- State:
- Created 3 years ago
- Reactions:1
- Comments:39 (18 by maintainers)
Top GitHub Comments
Ok, I am an idiot, I had the problematic code commented out in the NetworkController in master, that is why it was working for you. If you pull you should have the exact same project as I have now with the same problem.
I am sorry for the confusion, that was a bad mistake.
I have invited you to the project on GitHub.