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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[Netcode] A ConnectionRequestMessage was received from a client when the connection has already been established #3125
I have this bug when a client wants to join an open lobby with a networkmanager started (server side). The client don't have its servermanager started and he is no in any lobby when he tried to join this lobby.
Screenshots
Environment
OS: Windows 11
Unity 6000.0.21f1
Netcode [2.1.1]
Lobby [1.2.2]
Relay [1.1.1]
using RelayUnityTransport
client use LobbyService.Instance.JoinLobbyByIdAsync() to join with the lobby code and a basic player data as joinOptions
Hi, we saw several similar issues before. Which version of com.unity.transport are you using? I believe this should be fixed in com.unity.transport 2.3.0 as well as in 1.5.0. Please let us know if this would solve the problem, otherwise we will dig deeper into it
I have this bug when a client wants to join an open lobby with a networkmanager started (server side). The client don't have its servermanager started and he is no in any lobby when he tried to join this lobby.
Screenshots
Environment