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Fixed in 5.5.0



Found in


Issue ID




Broadcast discovery not stopping after multiple calls



Steps to reproduce:
1) Unzip and open the project attached by user ( in Unity.
2) Open scene 'one.unity' and play it.
3) Press the 'Lan Host(H)' button and then the 'Stop (X)' button. Repeat this process three times.
4) When pressing the host button the third time an error message appears

Broadcast discovery has been already running. Stop discovery first before repeat this call
MyNetManager:OnStartHost() (at Assets/MyNetManager.cs:13)

Reproduced on:
5.2.4f1, 5.3.0f4, 5.3.4f1, 5.3.4p4, 5.4.0b15

Comments (5)

  1. 5f4d42d7f60f1d864f67a2f3344bd84f?d=mm


    Oct 16, 2017 14:04

    Still finding it in 2017.1.0p4

  2. D8a722d14ac588518a6fc4bf68be17a2?d=mm


    Oct 09, 2017 09:24

    I'm not sure it has anything to do with StopBroadvast and StopHost combo. Because when you start the game without having connection you can start the Broadcast as a Client but when you start it as a Server it gives the same error mentioned above.

    Btw, are you sure you aren't calling StartAsClient multiple times? cause that also causes a crash, thats a no no, don't do that :)

  3. Fd2ebae5013758068e2292f7c2b81573?d=mm


    Aug 30, 2017 08:53

    This isn't fixed. NetworkDiscovery is anything but stable.

  4. 56a15bf3982e376c4d0a9c194ae58b39?d=mm


    Apr 06, 2017 10:28

    This issue is still present in Unity 5.5.1f1.
    See this forum thread for possible workarounds:

  5. 5076ca1c67bae5ebb04e161fe61f9ebb?d=mm


    Aug 05, 2016 11:37

    If you call StopBroadcast and something like StopHost afterwards, the NetworkDiscovery screws up and won't work properly anymore. I guess StopHost somehow breaks the StopBroadcast routine. I don't know, but maybe this behavior is somehow related to the issue?

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