I have scenes A and B. In scene B there are some network objects with NetworkVariables. When two clients X (the session owner) and Y join the game, both start in scene A. Then I invoke NetworkManager.SceneManager.LoadScene on the session owner’s side to shift both clients to scene B. Then I find the NetworkVariables in scene B won’t sync (i.e., the object’s authority belongs to client X, and the variable’s value is changed every update by client X. However, on client Y, no change is observed).
The NetworkVariables are declared to be readable by everyone.
By the way. I have tried the same setup with C/S topology, and everything works fine.
I dig into the ngo package and find the NetworkVariableDeltaMessage was sent normally on client X, but never got received on client Y.
We believe the issue has been internally identified and we’ll have a fix in the next production deployment. We’ll optimistically target that by end of day tomorrow, U.S. Pacific timezone, or early next week. No client side changes on your part should be needed. Thanks for the heads up on this scenario.
Thanks for your response. Looking forward to the server update
If we correctly identified your specific issue, this should now be resolved. Please give it a try and let me know.
The authentication service became unreachable since yesterday . I find I cannot connect player-auth.services.api.unity.com correctly. My internet connection is restricted due to region regulation (China mainland). I was expecting that the authentication service will be reachable today, but it remains unreachable . As a result, I cannot verify whether the fix applies to my case.
Have verified that this issue has been resolved. Thank you, mcanfield! Regarding to the service connection problem, I guess that’s not related to this topic. I will try get some help with another forum topic.