Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.2.0b6
Issue ID
940937
Regression
No
Host migration does not work with custom Channels
Host migration does not work with custom Channels
1. Create a simple project (offline/online scene, player).
2. Add Network Manager and Host Migration Manager to Offline scene.
3. Configure Network Manager, add offline and online scenes, Spawnable Player prefab.
4. In Advanced configuration change QoS channels to any other.
5. Build and Run Standalone player.
6. Run Host in Editor, client in Standalone.
7. Stop Host in Editor.
8. In Standalone player in appeared Host Migration Manager select Pick a new host, Start as Host.
9. In Editor Pick a new host and Start as client.
To reproduce is attached to the bug.
Actual result: Client cannot connect, errors in log:
UNet Client Disconnect Error: CRCMismatch
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
DisablePlayerObjects didnt find player Conn:0 NetId:1
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Expected result: Client can connect to the new host.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UnityLinker causes crash when outputting snapshot data for very large projects
- Camera Preview does not detect multiple cameras with same GameObject name
- Crash on TypeTreeIterator::Children() when renaming a corrupted asset while Asset Serialization is set to Mixed
- Cameras (Camera.targetDisplay) render only to Display 0 in the Player when Multi-Display setup is used and DX12 API is set
- [Vulkan] _CameraOpaqueTexture produces a feedback effect on Android Adreno devices when using Vulkan
Resolution Note:
Mass closure of UNET Bugs.
As UNet is Deprecated we are moving to low maintenance mode, where critical issues can get fixes.
Closing this bug as part of cleaning-up the Bug List.
If you feel this bug is really a road-blocker, you can reopen the bug and we will work this one.