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Resolved Network Config Mismatch error (while config is the same)

Discussion in 'Netcode for GameObjects' started by Altalus06, Jun 4, 2021.

  1. Altalus06

    Altalus06

    Joined:
    Sep 3, 2017
    Posts:
    12
    Hello,

    For those of you who are experiencing the "Network Config Mismatch" problem when the config seems to be identical on the client and server, I found a small bug in the NetworkManager inspector that causes this.

    Disabling the "Enable Scene Management" checkbox also disables "Use Prefab Sync", and automatically checks that box.

    When debugging the source code to see where the mismatch problem was coming from , I discovered that the network config is not updated accordingly.

    If the box was unchecked before disabling scene management, the parameter will remain "False" in the network config, thus leading to a potential Mismatch if the box is checked on the server.

    You should therefore remember to always check this box before disabling scene management.

    Hope it helps
    Cheers
     
  2. M1ngXU

    M1ngXU

    Joined:
    Jun 14, 2019
    Posts:
    2
    Ok, thanks
     
  3. Deleted User

    Deleted User

    Guest

    Thank you, fixed my issue as well.
     
  4. rangesstudio

    rangesstudio

    Joined:
    Nov 23, 2021
    Posts:
    6
  5. admin_unity326

    admin_unity326

    Joined:
    Oct 29, 2021
    Posts:
    1
    Hello,
    It looks like the issue was first seen few years ago. We did experience a similar issue today with Unity Gaming Services.
    Everything works fine on local but once uploaded on GSH we get a "Network Config Mismatch error".

    It seems like unchecking "Force Same Prefabs" makes the test pass, even though the list of prefabs never updates on runtime or between builds.
    Does anyone knows why GSH uses a different NetworkId on prefabs than a local dedicated Server?

    Thanks
     
    Lujainne and blue-Assassin17 like this.