Hi guys, lately i've been trying to fix a problem made me rage alot I tried to debug some lines, but i didn't even know why is the error happening Everytime i host a game Error line : IndexOutOfRangeException: NetworkReader:ReadBytes out of range: (321) NetBuf sz:96 pos:35 UnityEngine.Networking.NetBuffer.ReadBytes (System.Byte[] buffer, UInt32 count) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkBuffer.cs:45) UnityEngine.Networking.NetworkReader.ReadBytes (Int32 count) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:339) UnityEngine.Networking.NetworkReader.ReadBytesAndSize () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:349) UnityEngine.Networking.NetworkSystem.ObjectSpawnMessage.Deserialize (UnityEngine.Networking.NetworkReader reader) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/Messages.cs:351) UnityEngine.Networking.NetworkMessage.ReadMessage[ObjectSpawnMessage] (UnityEngine.Networking.NetworkSystem.ObjectSpawnMessage msg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/UNetwork.cs:168) UnityEngine.Networking.ClientScene.OnLocalClientObjectSpawn (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:679) UnityEngine.Networking.NetworkConnection.InvokeHandler (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:213) UnityEngine.Networking.LocalClient.ProcessInternalMessages () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/LocalClient.cs:142) UnityEngine.Networking.LocalClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/LocalClient.cs:69) UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:949) UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:1061) Help me plzz !!!!
If you're sure that you are sending the correct types in the correct order, the same error can be caused by not using NetworkWriter.FinishMessage() when writing the message.
I'm not using NetworkWriter at all, Could it be from the NetworkAnimator component or the NetworkIdentity ?
I just found out that the problem was from the current player prefab i tried creating another one everything was okay, But i'm trying to find out the problem ...