Comments (6)
This is probably a duplicate of #25 and should be closed if that is the case. It has been silenced now.
from mirror.
@TimPickup can you give us a simple example script to reproduce the error? Or a step by step instruction?
from mirror.
Hi, Its not related at all to #25
I gave the solution to the problem above but I guess I wasnt clear enough how to reproduce. You have since removed the ability to have multiple controllers so the only change to my solution I provided is to remove the "0" in "ClientScene.AddPlayer(0);"
To reproduce you add a NetworkManager and set Auto Create Player to false in the inspector.
Then after starting the server, spawn a player on the server manually - after they load the scene etc via AddPlayerForConnection.
from mirror.
Could you possibly create a small example project?
from mirror.
Hi, I have got around to creating a project with the latest build and the issue is gone after the controller code you removed. I will close this case
from mirror.
Thanks for letting us know @TimPickup
from mirror.
Related Issues (20)
- KCPTransport null OnDisconnect action when exiting Play Mode HOT 1
- 'Transform' does not contain a definition for 'GetPositionAndRotation' HOT 2
- Transports callbacks errors HOT 1
- ServerChangeScene sends NotReadyMessage to non-authenticated-yet connections HOT 2
- AOI issue - NetworkClient.DestroyObject vs NetworkIdentity.OnDestroy HOT 2
- Authentication messages are skipped when using StartHost() + ServerChangeScene() HOT 2
- KCP Threaded Client Error On Disconnect
- NetworkAnimator: animatorSpeed is never assigned for new clients when joining a game and can cause desync
- KCP - created with cookie HOT 2
- Constructors of custom class/struct do not use syncvar getter/setter for GO/NI/NB.
- Network Rigidbody Reliable not syncing rotation HOT 1
- OnDestroy() isServer returns false on Server Objects, Mirror-89.6.8 HOT 2
- How to implement replicas in MMO? That is, some players enter another scene without affecting other players HOT 3
- Feature request: Predict Rigidbody 2D HOT 1
- Failed to spawn server object, did you forget to add it to the NetworkManager? HOT 1
- Assets\Mirror\Components\PredictedRigidbody\PredictedRigidbody.cs(327,16): error CS1061 HOT 4
- UniEncrypt + Mirror HOT 3
- When crossing assemblies, you may not be able to obtain the Reader/Writer defined by yourself.
- Can Mirror be used to call methods with the [Command] attribute through UI buttons? Why am I getting a NullReferenceException error with the message "Object reference not set to an instance of an object" when I make the call? Does anyone knowledgeable about this issue? HOT 4
- OnValidate logs an error if NetworkIdentity was added after other NetworkBehaviors HOT 3
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