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In a forum discussion I mentioned that the MaxPacketQueueSize throws an StackOverflowException with very high values around 13.000+ (using version [1.0.0]).
Fixed a possible stack overflow if the receive queue parameter was configured with a very large value (>10,000).
But after updating towards the Unity Netcode version [1.0.1] and therfore the Unity Transport version [1.2.0] the error still exists with values like 16.000. Stacktrace.txt
Reproduce Steps
Set the NetworkManager transportlayer towards Unity Transport
Thanks for the report! Turns out we had another source for stack overflows that triggered with higher queue capacities than originally tested with. This will be fixed in the next release of com.unity.transport.
We consider this fixed because with Netcode for GameObjects version 1.5.2 and Unity LTS version 2022.3.7 we were not able to reproduce the original problem. 👍
Description
In a forum discussion I mentioned that the MaxPacketQueueSize throws an StackOverflowException with very high values around 13.000+ (using version [1.0.0]).
In the new Unity Transport [1.2.0] changelog it is mentioned as a fixed Bug:
But after updating towards the Unity Netcode version [1.0.1] and therfore the Unity Transport version [1.2.0] the error still exists with values like 16.000.
Stacktrace.txt
Reproduce Steps
Actual Outcome
StackOverflow
Expected Outcome
Normal behaviour of an server/client start like the usage of low MaxPackatQueueSize values.
Environment
Additional Context
This makes the possibilite of an MMO using Netcode impossible and the statement that Unity Netcode has no Client limit incorrect.
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