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priority:mediumThis issue has medium priority and may take some time to be resolvedThis issue has medium priority and may take some time to be resolvedtype:bugBug ReportBug Report
Description
Describe the bug
When returning false for all CheckObjectVisibility checks on all NetworkObjects a OverflowException: Could not deserialize SceneObject: Out of buffer space. error occurs.
To Reproduce
Steps to reproduce the behavior:
- Clone https://github.com/Twin-Drums/MLAPI.Testing.Public
- Switch to the branch
buffer-overflow-report(the branch contains a clean new Netcode 1.0.0 project - and is not upgraded from a MLAPI project) - Open MLAPI.Testing.Public and MLAPI.Testing.Public.Hardcopy
- Open the scene
Serverin one andClientin the other project - Press play in the server scene, wait until it started and then press play in the client scene
- Check the client console for
Out of buffer space.error
Actual outcome
Client throws a OverflowException: Could not deserialize SceneObject: Out of buffer space. error (see screenshot below).
Expected outcome
No error should appear only because all NetworkObjects are invisible.
Environment:
- OS: Windows 10
- Unity Version: 2020.3.22f1
- Netcode Version: 1.0.0-pre.3
Additional context
Changing the return value to true in NetworkVisibilityObject in line 30: bool HandleCheckObjectVisibility(ulong clientId) => false; will make the error disappear (and also spawn the objects on the client).
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priority:mediumThis issue has medium priority and may take some time to be resolvedThis issue has medium priority and may take some time to be resolvedtype:bugBug ReportBug Report
