Unity-Technologies / com.unity.netcode.gameobjects

Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
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Problem with Connecting to Host with Build as Client #2767

Open simonmpomom opened 11 months ago

simonmpomom commented 11 months ago

I have no idea what I did but the error told me to report this here...

[Netcode] A ConnectionApprovedMessage was received from a client on the server side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: 90. Message Content: 02 01 7d 9a e2 a5 01 b2 36 17 b3 01 46 c4 ca 04 01 39 3b e8 2c 01 ab c9 50 60 01 53 a3 38 44 01 d3 f6 1c b8 01 a6 22 89 97 01 b5 fe 01 74 01 be 97 be 73 01 9d 9a 5c 01 01 e9 51 97 17 01 8a f7 e7 83 01 42 7f 88 c6 01 97 a3 f5 46 01 00 00 00 00 01 bf 1d e2 0f a9 84 f7 f5 UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.NetworkManagerHooks:OnVerifyCanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Messaging/NetworkManagerHooks.cs:59) Unity.Netcode.NetworkMessageManager:CanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Messaging/NetworkMessageManager.cs:325) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Messaging/NetworkMessageManager.cs:407) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Messaging/NetworkMessageManager.cs:458) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Core/NetworkManager.cs:42) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Core/NetworkUpdateLoop.cs:185) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.6.0/Runtime/Core/NetworkUpdateLoop.cs:208)

I've also been getting these errors as well:

I am on Unity 2021.3.29f1 and I'm using Netcode along with Multiplayer Samples Utilities (I installed via this git url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main) and Multiplayer Tools.

simonmpomom commented 11 months ago

Okay. After messing around with it a little more, I've noticed I keep getting this every time I try to connect as a client from my build. I've been following this tutorial on making a multiplayer game and when I set the unity player up as a host and try to connect from my build, I get the error.

I've also found a temporary "fix" to it, which requires switching which platform I'm building it on from Windows to anything else, then back again. But after running the build once, the error returns and any new builds also get it. The only way to get it working again is to switch platforms again.

I'm relatively new when it comes to programming so any reports might not be very detailed.

NoelStephensUnity commented 11 months ago

@simonmpomom Are you using the deprecated UnityRelayUtilities? If so, I would recommend looking at this instead.

simonmpomom commented 11 months ago

Ummm... I don't believe I am. Again, I'm not very good at using unity but I believe I'm just using NetworkBehaviour from Netcode. My game is a simple 2D physics platformer so I was planning on using the NetworkRigidbody 2D as well but I haven't added that. All of the code I used that is related to multiplayer is from the first 30 minutes of the tutorial I linked in the previous comment.

NoelStephensUnity commented 11 months ago

Ok. I would recommend not using relay until you have a chunk or your game finished as it is something that can be easily added at any point and is not required to develop. You can just start a host and connect a client to that locally using the default loopback address (127.0.0.1) that I think is the default.

While you are becoming familiar with NGO, it can be beneficial to focus on the core netcode elements and then circle back to Relay and Lobby when you have enough of your core mechanics in place.

Here is a simple script I use sometimes to rapidly put together something that you can start in host or client mode. It also includes a "logger" (NetworkManagerHelper.Instance.LogMessage) that you can use to display information at runtime on the screen. It is useful for debugging and just validating certain events took place or the like. NetworkManagerHelper.zip

When you get to a place where you want to integrate Relay, I would use the use this as a reference instead..