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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
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)
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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. -.-'
bruu
Jul 29, 2016 21:26
This is impossible to deal with, please fix.
HeBin
Jul 24, 2016 13:21
Still exists in 5.3.5p8
jough
Jun 30, 2016 22:30
Bug still exists
vis2k
May 10, 2016 07:29
The bug still exists.
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?
shifty
Apr 24, 2016 03:42
works fine now.
shifty
Apr 22, 2016 13:42
I meant No luck running windows clients on linux servers. Windows client-server works fine.
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
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