When using the Social Network Scene prefab joining an existing room, leaving it and rejoining it will result in the following error:
MissingReferenceException: The object of type 'MeshRenderer' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
Ubiq.Samples.NetworkedMainMenuIndicator.SetVisibility (System.Boolean visible) (at Assets/ubiq/Unity/Assets/Samples/_Common/UI/Scripts/NetworkedMainMenuIndicator.cs:83)
Ubiq.Samples.NetworkedMainMenuIndicator.OnRecv () (at Assets/ubiq/Unity/Assets/Samples/_Common/UI/Scripts/NetworkedMainMenuIndicator.cs:134)
Ubiq.Samples.NetworkedMainMenuIndicator.ProcessMessage (Ubiq.Messaging.ReferenceCountedSceneGraphMessage message) (at Assets/ubiq/Unity/Assets/Samples/_Common/UI/Scripts/NetworkedMainMenuIndicator.cs:123)
Ubiq.Messaging.NetworkScene.ReceiveConnectionMessages () (at Assets/ubiq/Unity/Assets/Runtime/Messaging/NetworkScene.cs:270)
Ubiq.Messaging.NetworkScene.Update () (at Assets/ubiq/Unity/Assets/Runtime/Messaging/NetworkScene.cs:246)
Exact setup to reproduce:
Client 1: Creates room
Client 2: Joins room
Client 2: Uses the "Leave" button to leave the room
Client 2: Joins the same room again
Adding a null check to that part of the code fixes this but a similar issue arises at line #135/136
This was tested on the ubiq version from the 11th of November
When using the
Social Network Scene
prefab joining an existing room, leaving it and rejoining it will result in the following error:Exact setup to reproduce: Client 1: Creates room Client 2: Joins room Client 2: Uses the "Leave" button to leave the room Client 2: Joins the same room again
Adding a null check to that part of the code fixes this but a similar issue arises at line
#135/136
This was tested on the ubiq version from the 11th of November