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[UNET] NetworkWriter.Write causing ReadString/ReadBytes out of range errors in clients



Steps to reproduce:
1) open attached project ""
2) build and run as "Host"
3) editor as "Client"

Actual: ReadString/ReadBytes error printed
Expected: show errors in OnSerialize/OnDeserialize and point to which GameObject it happened

note: if you are to enable "Scenes/Warrior.prefab" NavMeshAgent component, it works without any errors

Comments (21)

  1. LasseNiermann

    Jan 11, 2019 23:22

    Bug still exists - Unity 2018.3

  2. sebrk_hiq

    Sep 13, 2017 11:29

    By Design? Are you kidding?

  3. ahung89

    Aug 30, 2017 04:39

    Wait, this is "by design"? I don't understand.

  4. vis2k

    Aug 01, 2017 19:15

    Good news: I am the guy who found and reported this bug. I decided to fix it myself and add proper error logging. Check out HLAPI Pro:

  5. BenGrob

    Jun 02, 2017 14:34

    We had this issue while implementing cross-platform multiplayer and ended up resolving it.

    The call stack actually contains incorrect information, as it goes directly from OurClassThatDerivesFromNetworkBehaviour.OnDeserialize to NetworkReader.ReadBytes, which isn't called by our code or NetworkBehaviour.OnDeserialize. There are actually operations being performed on synchronized objects (SyncVars, etc) elsewhere, but the location somehow doesn't make it into the call stack (probably native code).

    Turns out we had a conditional #if around a SyncVar, which caused a different number of items to serialize/deserialize based on the platform. Removing the conditional fixed it.

  6. shamsfk

    May 03, 2017 10:42

    It is such an annoying bug..... It alone makes Unity Networking so much worse.

  7. Ronith

    May 01, 2017 17:40


  8. Clawf

    Mar 13, 2017 13:26

    Any update on this ? I get it all the time. PLS FIX IT.

  9. vis2k

    Dec 19, 2016 18:15

    For people having this bug, you may want to read through my forum thread too:

  10. tvirus06

    Dec 19, 2016 05:47

    When will this be fixed? :(.

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