Closed agincel closed 2 months ago
(In the attached video, note that this only happened on one client and not both, as one had joined after the first player left and the other had not)
01:03:44 Generic Skipping message from Nimbus, deserialize error (Failed to read Sandbox.BytePack+Identifier)! 01:03:44 Generic Got packed null message from Nimbus! 01:03:44 GameMenu Enable interpolation refres. 01:03:45 Generic Skipping message from Nimbus, deserialize error (Failed to read Sandbox.BytePack+Identifier)! 01:03:45 Generic Got packed null message from Nimbus! 01:03:48 Generic Skipping message from Nimbus, deserialize error (Failed to read Sandbox.BytePack+Identifier)! 01:03:48 Generic Got packed null message from Nimbus!
Last time this issue happened to me in the editor, the log saw a bunch of these for one of the players who became permanently frozen.
I think this is resolved?
Describe the bug
I've got a marble game - the Network Helper spawns a networked prefab for each client, and that client contains a Rigidbody sphere that is the marble they control.
If several players are in the game, and one leaves, something very strange happens. From each client's perspective, the other marbles seem to freeze in place. Sync variables still update, RPCs still fire, and the clients are all still connected, but no matter what I seem to do the rigidbodies are just permanently stuck.
I've tried a bunch of manual things like forcing a Rigidbody.Network.Refresh() from each owner upon a disconnection, at each round restart, and even just "do it every 30 seconds" but nothing seems to fix this state once it has started, except for quitting and rejoining. However, because quitting causes the problem to happen for everyone else, once someone leaves an instance is basically screwed until everyone leaves.
To Reproduce
Expected behavior
Players joining/leaving a lobby should not break rigidbody replication.
Media/Files
https://github.com/user-attachments/assets/e4f8d84e-c269-487f-af58-d78170a5946c
Additional context
No response