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Won't Fix
Votes
0
Found in [Package]
1.1.0
Issue ID
N4EBUG-69
Regression
No
Ghost Hash from the Server side doesn't match the Ghost Hash on Client side
Reproduction steps:
1. Open the attached project “CharacterControllerTest”
2. Open the “Assets/Scenes/Game” Scene
3. In the Project window select the “Assets/Feature/Netcode/Netcode.prefab/Netcode” Prefab
4. In the Inspector window, in the “Netcode Authoring” Component, set the “IP Address” field to “127.0.0.1”
5. Build the Project (File > Build And Run)
6. When the Player opens after building, in the Editor enter the Play mode
7. In the Player window open the custom Console window
Expected result: There are no errors in the Console
Actual result: Multiple Errors are printed to the Console window saying “Received a ghost - {GameObject_Name} - from the server which has a different hash on the client (got {RECEIVED_HASH} but expected {EXPECTED_HASH}). GhostPrefab: Unity.Entities.Entity ('').”
Reproducible with: 1.0.8, 1.1.0-exp.1, 1.1.0-pre.3 (2022.3.13f1)
Couldn’t test with: 1.2.0-exp.3 (2022.3.13f1) - Couldn’t upgrade the project
Reproducible on: macOS 13.5.2, Windows 10
Not reproducible on: No other environment tested
Comments (1)
-
slickgotchi
May 23, 2024 03:37
How do I actually do the below?
If you remove the UNITY_EDITOR 'Define Constraint' from the Ghost.Variant.Authoring assembly or move the GhostComponentVariations contained within to an assembly which is included in the build this will fix the issue.
Do I do this from my local explorer? I can't find a Ghost.Variant.Authoring or GhostComponentVariations file in my project folder?
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Resolution Note:
An assembly is excluded from the build which is causing some ghost variants to also be excluded. This is then stopping the source generator from building out the correct components/systems to support those types causing their serializers to not be available in the built version but to still exist in the editor version.
The hash uses the component layout to form the full hash so having these differ will not only cause a hash mismatch but also means the two versions won't be able to correctly share data.
If you remove the UNITY_EDITOR 'Define Constraint' from the Ghost.Variant.Authoring assembly or move the GhostComponentVariations contained within to an assembly which is included in the build this will fix the issue.
Youmay also need to clean the build to get the source generators to pick everything up properly once this change is made.