Search Unity

  1. We have added sub-forums for the experimental MLAPI and Unity Transport Package. Please use the new forums to discuss related topics.
    Dismiss Notice

Help Wanted Unity Transport in standalone build

Discussion in 'Unity Transport' started by Tom-Kazansky, May 23, 2021.

  1. Tom-Kazansky


    Mar 9, 2015
    I'm trying to make a multiplayer game, using Unity Transport for communication between server and client.

    I followed the tutorial here:

    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):
    2.             ServerJobHandle = _driver.ScheduleUpdate();
    3.             ServerJobHandle = connectionJob.Schedule(ServerJobHandle);
    4.             Debug.Log("Last step  " + (_connections.IsEmpty));
    5.             ServerJobHandle = serverUpdateJob.Schedule(_connections, _connections.Length, ServerJobHandle);
    6.             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,

    EDIT: nevermind, I will use LiteNetLib for now.
    Last edited: May 27, 2021