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Describe the bug
After hosting the server, disconnecting, exiting play mode, and then entering play mode again, the server fails to work correctly again until a domain reload has been triggered or editor is restarted.
While broken, Server.Active will go true, but PlayerSpawner does not spawn the player, and after disconnecting again, Server.Active will incorrectly stay true.
I've tried with Kcp, IgnoranceNG, and Websocket. The bug happens to the first two, but not to Websocket. From what I can tell, the bug is identical between Kcp and IgnoranceNG. However, if one triggers the bug with either of those two, and then switches to Websocket, then it will also be broken. But Websocket never triggers the bug itself.
In the .zip there are Websocket.unity, Kcp.unity and IgnoranceNG.unity. So there are three scenes. Do those not load in the editor for you? They're in the Assets folder root.
Describe the bug
After hosting the server, disconnecting, exiting play mode, and then entering play mode again, the server fails to work correctly again until a domain reload has been triggered or editor is restarted.
While broken, Server.Active will go true, but PlayerSpawner does not spawn the player, and after disconnecting again, Server.Active will incorrectly stay true.
I've tried with Kcp, IgnoranceNG, and Websocket. The bug happens to the first two, but not to Websocket. From what I can tell, the bug is identical between Kcp and IgnoranceNG. However, if one triggers the bug with either of those two, and then switches to Websocket, then it will also be broken. But Websocket never triggers the bug itself.
Repro project
MirrorNG Test.zip
Simple project with three scenes (based on Mirror's "Basic" example), one for each transport, but otherwise identical.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Starting host should spawn a player every time, and stopping network should set "Server Active" to False every time.
Desktop (please complete the following information):
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