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I have this bug when a client wants to join an open lobby with a networkmanager started (server side). The client don't have its servermanager started and he is no in any lobby when he tried to join this lobby.
Screenshots
Environment
OS: Windows 11
Unity 6000.0.21f1
Netcode [2.1.1]
Lobby [1.2.2]
Relay [1.1.1]
using RelayUnityTransport
client use LobbyService.Instance.JoinLobbyByIdAsync() to join with the lobby code and a basic player data as joinOptions
The text was updated successfully, but these errors were encountered:
Hi, we saw several similar issues before. Which version of com.unity.transport are you using? I believe this should be fixed in com.unity.transport 2.3.0 as well as in 1.5.0. Please let us know if this would solve the problem, otherwise we will dig deeper into it
Can you provide a link to a project on which we could try to replicate the problem? Also by design it shouldn't happen if you are using only out transport package so I wonder if any of the other issues I mentioned sound similar to what you are doing or if you are using any other transport solution simultaneously to com.unity.transport
I have this bug when a client wants to join an open lobby with a networkmanager started (server side). The client don't have its servermanager started and he is no in any lobby when he tried to join this lobby.
Screenshots
Environment
The text was updated successfully, but these errors were encountered: