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Unity Transport - Connection Timeout removes all network related gameobjects

Discussion in 'Netcode for GameObjects' started by MiTschMR, Feb 19, 2022.

  1. MiTschMR

    MiTschMR

    Joined:
    Aug 28, 2018
    Posts:
    487
    I have a test scene with several network related gameobjects like NetworkBehaviour and NetworkObject. Using the tutorial buttons for starting a client, host or server, I can easily join a session if a server is listening. However, if Unity Transport (com.unity.netcode.adapter.utp) is used in the NetworkManager as the connection interface, when the client reaches the connection timeout (maximum attempts * connection timeout ms) all network related gameobjects except the NetworkManager are removed. I don't think that makes sense, but if anyone has an idea why that is, I am all ears. I know I can catch that event and switch to a different scene, but if a server disconnects a user, it doesn't do this. If that is a bug, I will gladly open a bug report.
     
  2. CosmoM

    CosmoM

    Joined:
    Oct 31, 2015
    Posts:
    204
    This is a known issue, see here.
     
  3. MiTschMR

    MiTschMR

    Joined:
    Aug 28, 2018
    Posts:
    487
    Perfect, thank you!