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Fixed in 5.3.1

Votes

0

Found in

5.3.0f2

Issue ID

749253

Regression

Yes

NetworkBehaviour isn't allowed to have more than 15 SyncVars

Networking

-

Steps to reproduce:

1. Open attached project
2. Notice errors in console caused by SyncVarsScript.cs:
UNetWeaver error: GetWriteFunc recursion depth exceeded for Int32. Check for self-referencing member variables.
UNetWeaver error: GenerateSerialization for SyncVarsScript unknown type [System.Int32]. UNet [SyncVar] member variables must be basic types.
Failure generating network code.

Regression introduced in 5.3.0b5

Comments (8)

  1. LaisyLofar

    Jan 16, 2016 15:14

    Ok so technically speaking, the 15 limit has been raised. But it has been raised by some arbitrary value and stops working around 50~60 total [syncvar]'s, [command]'s , [clientrpc]'s etc.

  2. LaisyLofar

    Jan 16, 2016 14:39

    This is NOT fixed for 5.3.1f1 Personal

  3. GixG17

    Dec 18, 2015 23:51

    It is NOT fixed in Unity 5.3.1f1!

  4. Lork

    Dec 18, 2015 23:03

    This is NOT fixed in 5.3.1f1. It seems that if you have more than 15 network attributes in your project (SyncVar, Commands, ClientRPCs etc.), it will not compile.

  5. jeango

    Dec 14, 2015 15:48

    Can't wait for unity 5.3.1

    now my project is at a complete halt though :-(

    Is there any viable workarounds to this?

  6. Jesse_Pixelsmith

    Dec 13, 2015 23:04

    For now I'm forced to do a second unity install with 5.2. Client project requires team to update to 5.3, and not using UNET, but we're using it for our other project.

    I see that this issue was reported in the beta forum: http://forum.unity3d.com/threads/new-unetweaver-error.370896/ - I realize the new mandate now is to hit dates, but the drawback is I'm starting to loathe 5.X releases.

    5.2, released during Unite completely broke our project because blendtrees decided to fire all events, all the time, and no one could fix it because everyone was at Unite. Something like a BlendTree with an event on it seems like a generic enough use case. It eventually took until 5.2.2 to get that sorted (we had to stay on 5.1.x until that time).

    I'm glad this is fixed and hopefully 5.3.1 will be pushed ASAP.

  7. Jesse_Pixelsmith

    Dec 13, 2015 22:56

    Is 5.3.1 even out for pro people? I have pro and I don't see a way to get it.

  8. nxtboyIII

    Dec 09, 2015 03:49

    Is there an ETA for when this will be fixed for personal edition users? This is completely holding me back from publishing my game.

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