Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Bug [NetCode] Unexpected 0 hash for type

Discussion in 'NetCode for ECS' started by Extrys, Oct 28, 2020.

  1. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    345
    Hello, im building a game with the build pipeline to being able to connect ant test multiplayer with a friend
    the multiplayer is made on NetCode, and everything seems to work nice on the Editor but not in build, which also seems black, i dont know if it have something to wo with the netcode thing but this is the error it appears to me


    It doesnt happens in the editor just in the build, i built it with the new build pipeline in ILC2PP
     
  2. Enzi

    Enzi

    Joined:
    Jan 28, 2013
    Posts:
    982
    I got the same thing happening. Seems NetCode 0.4 isn't compatible right now with IL2CPP. Only workaround I know of is to use Mono 2x.
     
    Extrys likes this.
  3. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    345
    Ohh i see, what a problem, people will be able to easily decompile my app and see the code TwT
    Thanks a lot for the help!
     
  4. tertle

    tertle

    Joined:
    Jan 25, 2011
    Posts:
    3,775
    Don't be so embarrassed about your code! We all write bad code.

    -edit-

    i should say on a serious note, protecting your code is a futile exercise
    I will still quite happily decompile it if it was using il2cpp
     
    Last edited: Oct 29, 2020
  5. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    345
    I don't care about my code to be seen, in fact, I plan to give documentation for the modders
    is more because a user could easily see some feature in development, and show it before time (which already happened), I know that it is still possible to decompile in IL2CPP, just makes it a little more difficult.

    Anyway, that's not what I'm worried about, my big concern is being able to build for mobile devices like Oculus Quest.