Search Issue Tracker
Won't Fix
Votes
0
Found in
5.5.0p4
Issue ID
872979
Regression
No
Clients newly connected to the server don't see previously connected clients
Steps to reproduce:
1. Download and open the latest attached project(mega link)
2. Build project
3. Start 1 instance and choose "Start Server"
4. Start a couple of instances and choose "Start Client"
Expected result: all players are visible in the client
Actual result: the client instance does not see any of the players from previous instance launches, only ones connected after
Reproduced on 5.5.1p3, 5.6.0b7
Due to project scale, unable to test on earlier versions
Notes:
-Reproduces both if instance or editor is set to Server
-From a server perspective they are there, and the current only skill available connects to the "invisible" player if it hits
-Player is created in ServerPlayerController.cs line 115 and down, and in function predating it
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
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
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 on this one.
For more information and next steps see this [blog post](https://blogs.unity3d.com/2018/08/02/evolving-multiplayer-games-beyond-unet/) and the [FAQ](https://support.unity3d.com/hc/en-us/articles/360001252086-UNet-Deprecation-FAQ)