Hi! I'm trying to make a multiplayer game, using Unity Transport for communication between server and client. I followed the tutorial here: https://docs-multiplayer.unity3d.com/transport/0.8.0/samples/jobifiedserverbehavior I ran a standalone build and unity editor for testing. when I ran the standalone as client and unity edtior as server, there is nothing wrong... yet. when I ran the standalone as server and unity editor as client, I got this error: this log provided from "development build" log file. my code at that location: (I snipped other parts) Code (CSharp): ServerJobHandle = _driver.ScheduleUpdate(); ServerJobHandle = connectionJob.Schedule(ServerJobHandle); Debug.Log("Last step " + (_connections.IsEmpty)); ServerJobHandle = serverUpdateJob.Schedule(_connections, _connections.Length, ServerJobHandle); Debug.Log(" Exit step"); I use Unity 2020.3.0f Unity Transport version is 0.8.0-preview.8 by the way, I can't find interface IJobParallelForDefer so I use IJobParallelFor I only got this error when I run the standalone build as server, if I run Unity Editor as server, I don't get this error. I suspect building to standalone version messed up some code but I have no ideas where.., some related build settings are: scripting backend: IL2CPP, managed stripping level: Low Anyone know how to resolve this? Thank you for reading, Tom. EDIT: nevermind, I will use LiteNetLib for now.