Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2019.4.2f1
2020.1
2020.2
Issue ID
1260922
Regression
No
[LLAPI] Sending messages via the fragmented channel is not working
How to reproduce:
1. Open attached project "FragmentedMessages.zip" and scene "ClientSTARTScene"
2. Duplicate and open the project with uEcho plugin ('uEcho -> Add New Quick Clone -> Ending with Server'. The use of plugin is not needed, you could also Build and Run the ServerStartScene, or just manually duplicate the project)
3. In Project1 Editor (ServerStartScene), Enter Play mode
4. In Project2 Editor (ClientStartScene), Enter Play mode
5. In Project2, press Connect
6. In Project2, observe Console window
Expected result: a single 'Client received: 51' is received (51 because from the server side I am sending a msgDecode enum code of 51(CR.MULTIPLE) )
Actual result: an infinite amount of 'Client received: 0' are received, with no usable data
Reproducible with: 2018.4.25f1, 2019.4.3f1, 2020.1.0b16, 2020.2.0a18
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The issue is that the receive buffer is too small, it's receiving a 10002 byte message in a 1400 byte buffer. Increasing Globals.MAX_BYTE_AMOUNT on the client to a bigger size fixes it. The error code from the transport is NetworkError.MessageToLong but it's not being checked in the code.