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Standalone executable crashes on quit when a master server is used
Using a master server, connecting to it and registering a server can cause a crash on a standalone application quit. To reproduce:1.... Read more
[UNet] UNetStaticUpdate() periodically allocates memory
Steps to reproduce: 1. Create empty unity project2. Open "Profiler" window. In it's search bar type "unet". This will help to observ... Read more
NetworkProximity checker exception
NetworkProximity checker exception when entering a scene. Read more
UNet HLAPI packet queueing doesnt work with ReliableFragmented channels.
UNet HLAPI packet queueing doesnt work with ReliableFragmented channels. When a ReliableFragmented reaches capacity, a log message o... Read more
SyncList callbacks have inconsistent timing.
The callbacks for SyncLists for the local client on the host have inconsistent timing in regard to the actual operation. The callbac... Read more
Only first scene in streamedSceneAssetBundle is available for load
BuildPipeline.BuildStreamedSceneAssetBundle only works for first scene. 1. In the Editor select the Menu Item 'Test -> CreateBund... Read more
ClientRpc calls dont work from within property setter functions.
ClientRpc calls dont work from within property setter functions. Read more
SyncListStruct Callback doesn't work properly when you have multiple sam...
Repro steps: 1) Build project2) Open two instances of built applications3) In first one press "H" button on keyboard (starts Host)4)... Read more
NetworKServer.UnSpawn() problems
De-spawning a server object with NetworkServer.UnSpawn() does not cleanup the object properly to allow it to be respawned with Netwo... Read more
UNet: component's inspector doesn't save expanded/collapsed state
To reproduce:1. Create new project2. Add empty gameobject3. Add network manager component4. Expand Network Info5. Select main camera... Read more
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
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