Hi,
I am working on an RTS style game, and i have a simple network behaviour that has one single syncvar of an int for a TeamID.
Inside OnServerAddPlayer i instantiate my player prefab which has this component and set the value before calling NetworkServer.AddPlayerForConnection.
If i comment out the line that sets the value i get no errors.
with it uncommented i get the following when a client connects to the server.
IndexOutOfRangeException: NetworkReader:ReadByte out of range:NetBuf sz:13 pos:13
UnityEngine.Networking.NetBuffer.ReadByte () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkBuffer.cs:35)
UnityEngine.Networking.NetworkReader.ReadUInt32 () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:200)
UnityEngine.Networking.NetworkReader.ReadSingle () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:273)
UnityEngine.Networking.NetworkReader.ReadVector3 () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:346)
UnityEngine.Networking.NetworkTransform.UnserializeModeTransform (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkTransform.cs:399)
UnityEngine.Networking.NetworkTransform.OnDeserialize (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkTransform.cs:368)
UnityEngine.Networking.NetworkIdentity.OnUpdateVars (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:534)
UnityEngine.Networking.ClientScene.OnUpdateVarsMessage (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:591)
UnityEngine.Networking.NetworkConnection.HandleMessage (System.Collections.Generic.Dictionary`2 handler, UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:301)
UnityEngine.Networking.NetworkClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:472)
UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:686)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:707)
If i have a client that is also a Host this error happens, but doesn’t seem to have any visible issues to the user, but when connecting to a standalone server, and two separate clients, the clients don’t see the players transforms updating, and my game requires a persistent server.
edit: if i comment out this code, both player transforms update properly when connecting to a standalone server.