Search Issue Tracker
Won't Fix
Votes
3
Found in
5.3.2f1
Issue ID
770730
Regression
No
NetworkLobbyPlayer does not sync initial Ready state for clients
How to reproduce:
1. Open attached project
2. Open scene MainScene.unity
3. Build to Standalone and run
4. Play the scene in the Editor
5. In any of the running scenes click the LAN Host button
6. Click the "START" button in the same window
7. In the other running scene click the LAN Client button
- Note that Player 1 shows up as "Ready [false]" even though it should show up as "Ready [true]"
- Reproduced in Version 5.2.4f1 (98095704e6fe), Version 5.3.3p1 (828971bd30e1), Version 5.4.0b8 (f1df44d39d69)
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function 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 this one.