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Fixed in 2018.2.X

Fixed in 2017.3.X

Votes

2

Found in

2017.3.0f1

Issue ID

976439

Regression

No

Can not send network message. Receiver can not keep up with the amount of data sent when deep profiling player

Profiling

-

Steps to reproduce:
1. Open user attached project
2. Build and Run the project with Development Build and Autoconnect Profiler checked (delete the required displayed shader files in the error field if the project does not build)
3. Make sure deep profiling player is properly running
4. Leave the game running for a few minutes
5. Notice "Can not send network message. Receiver can not keep up with the amount of data sent" messages in the player's log.

Expected result: deep profiling data should be properly sent to the editor

Reproduced in: 2018.1.0b1, 2017.3.0f1

Comments (24)

  1. seanomlor

    Aug 10, 2018 03:53

    I'm still seeing this issue.

  2. mobilizAR

    Aug 06, 2018 10:29

    Issue still exists in 2018.2.0f2

  3. D4N1Z

    Jul 25, 2018 21:53

    same problem with arkit remote on version 2018.2.0f2

  4. daipengfei

    Jul 09, 2018 09:47

    same problem. Who can fix it

  5. thomashermite

    Jun 15, 2018 08:48

    Same issue with ARKit remote. Still an issue with Unity 2018.2.0b4

  6. luics

    Jun 14, 2018 13:45

    this issue is "Fixed in Unity 2018.2" (top of the page)

  7. luics

    Jun 14, 2018 13:44

    the same issue in 2018.2.0b7 + ARKit Plugin 1.5.0

  8. effx

    Jun 03, 2018 23:56

    I've downloaded 2018.2.0b6 and this issue is still happening when I'm using the ARKit Remote with the example ARKit scenes.

    Is there a build that actually works?

  9. dr3d

    May 29, 2018 04:17

    I'm having the same problem w ARKit in 2018.1.1 Same behavior whether on PC or Mac talking to ARRemote on iPhone SE. A frame of video then freeze with repeated "Can not send network message. Receiver can not keep up with the amount of data sent" on console

  10. bem13

    May 23, 2018 08:59

    Im having the same issue in 2018.1. Still waiting on 2018.2 final release.

    Just wondering. Could it because Im using an old mac with only USB 2.0?

    Any workaround suggestion, (eg slowing update rate of ipad or editor?) would be appreciated. Even a very slow update (eg 2fps) would be enough to avoid 90% of xcode deployments.

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