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Not Reproducible
Not Reproducible in 2.0.X
Votes
0
Found in [Package]
2.0.0
Issue ID
MTTB-1729
Regression
No
Error “Relay allocation maximum connected players limit reached.“ is present when attempting to join a session after leaving
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/DA_Minimal_Setup/DA_Setup.unity” Scene
3. Open Multiplayer Play Mode window (Window > Multiplayer > Multiplayer Play Mode)
4. Tick Player 2 in the Multiplayer Play Mode window
5. Enter the Play Mode
6. In the Session Name field, insert “hey” for both Players
7. For Play Mode, insert “1” in the Player Name field
8. For Player 2, insert “2“ in the Player Name field
9. Click the Button with the text “Connect“ for both Players
10. Click the Button with the text “Disconnect“ for Player 2
11. Attempt to connect again by clicking the Button with the text “Connect“ with Player 2
12. Observe the Console
Expected result: No Errors exist, and the connection succeeds
Actual result: Connection fails, and the Error “Relay allocation maximum connected players limit reached.“ is present
Reproducible with: 1.6.0 (6000.2.5f1), 1.6.1 (6000.0.62f1, 6000.2.12f1)
Could not test with: 2.0.0 (6000.3.10f1, 6000.4.0a4) (InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.)
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Note:
- User also reported Errors “UnityEngine::UnityException: ProgressBarPushScope can only be called from the main thread.” and “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations“ after trying to reconnect, but CQA could not reproduce them
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Resolution Note:
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We have investigated the issue but were unable to reproduce it with the information provided. This can happen due to differences in environment, project setup, or steps taken.
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Resolution Note (2.0.X):
Thank you for reporting a bug to Unity.
We have investigated the issue but were unable to reproduce it with the information provided. This can happen due to differences in environment, project setup, or steps taken.
We will close this case for now. If you're able to share additional details such as different projects, steps, hardware/software configuration, or logs - please let us know, and we'll be happy to re-evaluate.