Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

About NetworkError.NoResources

Discussion in 'Documentation' started by Natrem, Nov 11, 2016.

  1. Natrem

    Natrem

    Joined:
    Feb 24, 2015
    Posts:
    31
    Hello !

    I am using Unity's LLAPI NetworkTransport class in a client-server pattern. However sometimes I get the error NetworkError.NoResources when using NetworkTransport.Send().

    I'd like to report a typo in the documentation, in the description of NetworkError.NoResources: No internal resources ro acomplish request.
    I also would appreciate the addition in the documentation of the potential causes of such an error (or a more specific error at runtime). I guess it's some parameters in ConnectionConfig but which ones?

    Thanks in advance.
     
  2. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    I'll pass this on to the docs team.
     
  3. Natrem

    Natrem

    Joined:
    Feb 24, 2015
    Posts:
    31
    I can see that the description of NetworkError.NoResources was updated to:
    But you didn't add any information. Can I please have an official list of the potential causes? The only things that appear with a "NetworkError.NoResources" Google search are this post, that post and the documentation.

    I didn't get this error with 20 simultaneous connected clients for more than 2 hours, and I did get this error after 4 minutes of one single connected client. They were all doing exactly the same thing. I think (can't reproduce it so I can't be sure) that once it starts to display this NetworkError.NoResources for a client, it won't work anymore until that client is disconnected.
     
  4. MechEthan

    MechEthan

    Joined:
    Mar 23, 2016
    Posts:
    166
    Last edited: Feb 13, 2017
  5. darthtelle

    darthtelle

    Joined:
    Jan 7, 2014
    Posts:
    114
    I'm getting the same error when a client tries to join a full lobby (connection count is defined in NetworkServer.Configure). But I can't find any documentation/posts about handling this situation. It's handling fine, as in the client disconnects smoothly after they receive a disconnect message (I'd rather they received a "lobby full" message) but I can't seem to control this. I'm not even sure how this error relates to this situation!