Search Issue Tracker
In Progress
In Progress in 1.2.X
Votes
0
Found in [Package]
1.2.1
Issue ID
N4EBUG-109
Regression
No
Netcode for Entities resending static-optimized entities for large entity counts
Reproduction steps:
1. Open the attached project “netcodePW”
2. Open the “Assets/Scenes/SampleScene” Scene
3. In the Hierarchy window select SharedData > StaticSpawner Entity
4. In the Inspector window under the “Sphere Spawner Authoring” script change the “How Many” value to 30000 or a higher number
5. Enter the Play mode
6. Open the “Unity NetDbg” Netcode debugger in a browser (Multiplayer > Window: NetDbg (Browser))
7. Wait until the Console window in the Editor shows that all Ghosts are initialized and Inspect the network traffic in the Netcode debugger
Expected result: The network traffic clears up after initializing all static Ghosts
Actual result: The network traffic stays cluttered for a long time after all the static Ghosts are initialized
Reproducible with: 1.0.17 (2022.3.28f1), 1.2.1 (2022.3.28f1, 6000.0.1f1)
Reproducible on: macOS 14.4.1
Not reproducible on: No other environment tested
Note: After some time the network traffic clears up after a few minutes if 30000 or fewer static Ghosts are used, it takes much more time to clear up if 50000 or more are used
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Baking ReferencedPrefabAuthoring!” errors are thrown when creating or deleting unrelated GameObjects in a SubScene that references prefabs
- Cannot scroll down to see all UI Builder Inspector items after content is resized
- Crash on SceneTracker::SetObjectDirty when entering Play mode on a project with specific Assets
- UI Toolkit's TextInput element does not inherit layout parameters from the TextField element when TextField.multiline is true
- The TileMap grid in the Tile Palette is not visible when Screen Space Ambient Occlusion is enabled
Add comment