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Fixed in 5.4.3
Votes
9
Found in
5.5.0b2
Issue ID
827884
Regression
Yes
When close Client in Standalone - Host still has client's player and disconnect error appears
Regression: this started to happen since 5.5.0a3 (not happening in 5.5.0p4 and 5.5.0a2)
- please see attached video
How we can reproduce it using the example you attached
1 Open attached project
2 Build Standalone
3 Run Host in Editor and Client in Standalone
4 When Client will be connected - just close Standalone window
Actual results: after Standalone has been closed - it's player is still shown on the Host and errors appears about Disconnect error 6 appers (errors probably correct !!!)
Expected results: When there is only Host left - only one player should be present on the scene
Comments (166)
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gabymedia
Jan 04, 2021 18:50
hi
peterpi
Oct 31, 2016 10:18
@DEV11 That doesn't handle the client crashing or powering off. Nor does it handle the client's router crashing, pulling the network cable, etc.
Hooking in to Application.logMessageReceived is disgusting but it does handle all cases. And it does so on the server rather than the client, which is correct.
deV11
Oct 27, 2016 12:31
Just call both this Functions :
<YourNetworkClient>.Disconnect();
NetworkTransport.Shutdown();
on any GameObject.OnApplicationQuit()
-> The older version of Unity was more permissive / safe
mons00n
Oct 21, 2016 18:37
FYI this bug showed up in 5.4.1 (was not present in 5.4.0).
mons00n
Oct 21, 2016 12:42
@nexusunity this thread has a few workarounds: https://forum.unity3d.com/threads/any-way-to-tap-into-ondisconnecterror.431385/#post-2827597
NexusUnity
Oct 17, 2016 15:22
It mentions a severity of 3 and it says workaround is possible. What's the workaround?