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By Design

Votes

31

Found in

5.3.4f1

Issue ID

786248

Regression

No

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

Networking

-

Steps to reproduce:
1) open attached project "stripped.zip"
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. dario_zubovic

    Sep 09, 2016 17:18

    Still exists in 5.4.0f3. Due to another bug in UNET I resorted to writing my own socket server & client. Looks like I'll have to roll out custom serialization as well. -.-'

  2. bruu

    Jul 29, 2016 21:26

    This is impossible to deal with, please fix.

  3. HeBin

    Jul 24, 2016 13:21

    Still exists in 5.3.5p8

  4. jough

    Jun 30, 2016 22:30

    Bug still exists

  5. vis2k

    May 10, 2016 07:29

    The bug still exists.

  6. samjoly

    May 09, 2016 22:50

    SHIFTY, you say "works fine now.", did you find a work around, or do you use a specific version of Unity?

  7. shifty

    Apr 24, 2016 03:42

    works fine now.

  8. shifty

    Apr 22, 2016 13:42

    I meant No luck running windows clients on linux servers. Windows client-server works fine.

  9. shifty

    Apr 22, 2016 13:41

    Hours down the drain attempting to fix the issue. No luck running on windows clients on linux server.

    All unet

  10. vis2k

    Apr 14, 2016 11:39

    Note that there are two issues here:
    - we should be able to see the real errors that happened in OnSerialize/OnDeserialize
    - and UNET shouldn't send messed up packets when errors happened in OnSerialize/OnDeserialize, because one messed up packet is enough to completely stop the game for a client

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