I am using HLAPI and testing some interpolation technique in a NetworkBehaviour. I have a host (NetworkClient+NetworkServer) that spawns a prefab on another client when it connects and it sends state updates. At some point, the client disconnects from the host, the prefab disappears and I get this error:
Client event: host=0 event=DisconnectEvent error=6
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
What timeout is it refering to? Strangely enough, if the server don’t send anything else than the initial state (I never set any dirty flag), there is no timeout. If I start moving the object on the server (thus sending updates to the client) and then stop, I get a timeout (on the client) 20 seconds after the last update receive on the client. Any idea what’s causing this behaviour?
Anyone knows how to prevent the timeout? As I mentionned, it seems to occur only when I start sending data then stop (timeout is coming from client). Thanks!