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Question Maximun connected clients.

Discussion in 'Netcode for GameObjects' started by Jicefrost, Jun 13, 2022.

  1. Jicefrost

    Jicefrost

    Joined:
    May 13, 2019
    Posts:
    40
    Hi! We have dedicated server application + client. We using netcode. Server have IP and port and pressed "start server" button. Client have server ip and press "start client"
    Player connecting and play game well. All working until we got 26 connected clients.
    27 + client have error
    -
    Code (CSharp):
    1. KeyNotFoundException: The given key '161' was not present in the dictionary.
    2. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <6073cf49ed704e958b8a66d540dea948>:0)
    3. Unity.Netcode.NetworkManager.TransportIdToClientId (System.UInt64 transportId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkManager.cs:1455)
    4. Unity.Netcode.NetworkManager.HandleRawTransportPoll (Unity.Netcode.NetworkEvent networkEvent, System.UInt64 clientId, System.ArraySegment`1[T] payload, System.Single receiveTime) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkManager.cs:1523)
    5. Unity.Netcode.NetworkManager.OnNetworkEarlyUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkManager.cs:1344)
    6. Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkManager.cs:1319)
    7. Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkUpdateLoop.cs:149)
    8. Unity.Netcode.NetworkUpdateLoop+NetworkEarlyUpdate+<>c.<CreateLoopSystem>b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Core/NetworkUpdateLoop.cs:172)
    9.  
    10.  
    11. and WARNING
    12.  
    13. [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 4, but that trigger was not received within within 1 second(s).
    14. UnityEngine.Debug:LogWarning (object)
    15. Unity.Netcode.NetworkLog:LogWarning (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.9/Runtime/Logging/NetworkLog.cs:18)
    16. Unity.Netcode.DeferredMessageManager:PurgeTrigger
    17.  
    what is the KeyNotFoundException: The given key '161' was not present in the dictionary. ? is there some sort of "restrict more that 26 connection" by default in unity transport?