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Failed to send internal buffer

Discussion in 'Connected Games' started by Acagamesru, Mar 27, 2017.

  1. Acagamesru

    Acagamesru

    Joined:
    Mar 2, 2016
    Posts:
    5
    When run on the local machine (standalone), all works without problems. When working through the (android) I get the connection error after 10 seconds of work.


    Failed to send internal buffer:1 bytesToSend:83
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
    Send Error: NoResources channel:1 bytesToSend:83
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

    [Command] 100
    [ClientRPC] 300

    Any can help?
     
  2. donnysobonny

    donnysobonny

    Joined:
    Jan 24, 2013
    Posts:
    205
    Yeah, take a look at the documentation for the upcoming 5.6 release on the ConnectionConfig settings: https://docs.unity3d.com/560/Documentation/ScriptReference/Networking.ConnectionConfig.html

    Before this, it was a little hard to understand what the "NoResource" error meant, because the choice of wording suggests maybe a lack of system resources. In actual fact, it refers to the internals of unet running out of allocated resources (such as the maximum number of messages in buffers etc).

    Most have found that increasing the maximum message count solves the issue that you are facing, however it's important to note that if you're seeing this error, you're probably sending far too many messages over the network, or messages are piling up quicker than they can be processed. So i'd recommend looking at ensuring that you are sending as few messages as possible (with as little bytes as possible) over time, and consider upping your limits as a temporary solution.

    Hopefully this helps. Good luck!
     
    Acagamesru likes this.
  3. Acagamesru

    Acagamesru

    Joined:
    Mar 2, 2016
    Posts:
    5
    thx its work
     
  4. amynox

    amynox

    Joined:
    Oct 23, 2016
    Posts:
    54
    Hi i'm facing the same problem after upadting to 5.6...

    here is my settings :

    Code (CSharp):
    1.         myNetworkManager.connectionConfig.NetworkDropThreshold = 45;
    2.         myNetworkManager.connectionConfig.OverflowDropThreshold = 45;
    3.         myNetworkManager.connectionConfig.AckDelay = 200;
    4.         myNetworkManager.connectionConfig.AcksType = ConnectionAcksType.Acks128;
    5.         myNetworkManager.connectionConfig.MaxSentMessageQueueSize = 300;
    @Camypau What did you change in your connectionConfig ?

    Thanks
     
  5. Grench6

    Grench6

    Joined:
    Mar 28, 2016
    Posts:
    1
    So, how did you solved it? I already updated to 5.6.2 but after about 4 min. there is the following error:

    Failed to send internal buffer channel:0 bytesToSend:11
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

    Send Error: WrongConnection channel:0 bytesToSend:11
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

    ClientDisconnected due to error: Timeout
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

    I have already reduced the amount of information that I am sending over the network.

    Sorry because of my bad English.
    Help!
     
  6. trudeaudm

    trudeaudm

    Joined:
    Apr 17, 2013
    Posts:
    115
    Having the same issue, what gets around this?
     
  7. FuzzyShan

    FuzzyShan

    Joined:
    Jul 30, 2012
    Posts:
    167
    Send Error: WrongConnection channel:

    What is this, this continues in 2017.2.1f version on my server sending messages through 48 clients.
     
  8. diego-vieira

    diego-vieira

    Joined:
    Mar 27, 2015
    Posts:
    23
    same problem here, anyone knows how to solve it ?
    about 30/36 players here