Is there a way to disable Networking.NetworkIdentity:UNetStaticUpdate()?

Hi, I am currently using unet to build the networking for a 1v1 game. I started trying to just work with the LLAPI as the HLAPI did not seem to give the control I wanted but found I had to use the Network Manager to be able to test on localHost.

I am using no network identities/transforms or anything like that as I am attempting (and semi succeeding) to transmit all of the information via messages using Send().

For some reason, I keep getting this error or errors very similar:

Unknown message ID 83 connId:1
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

I don’t think I have any network identities on anything and this seems to never go away. Using the Profiler, I can see that this method is sucking up heaps of performance, about 95% logging the error to console over hundreds of ms unless I am mistaken.

I am still a bit of a noob to all things Unity and especially networking but I have spent some weeks solving problems and getting things working but I can’t find what is causing this or a way to avoid it. I may be overlooking something silly. I kind of hope so. I would love a way to disable all things network identity but i’m not sure it exists.

I appreciate any help or advice you can offer.

Thanks!

UNetStaticUpdate is part of UNet, it is the entry point of all things HLAPI. This is something the engine does automatically. I’m not sure if it does this all the time or only if you add a HLAPI component to an object. It’s coming from NetworkIdentity as it has a static internal UnetStaticUpdate() on that to update a few things. From the source code:

// this is invoked by the UnityEngine
        static internal void UNetStaticUpdate()
        {
            NetworkServer.Update();
            NetworkClient.UpdateClients();
            NetworkManager.UpdateScene();
    
#if UNITY_EDITOR
            NetworkDetailStats.NewProfilerTick(Time.time);
#endif
    }

The error is telling you it doesn’t recognize the message ID of 83, somewhere you have a conflict(s) with the message ID’s being sent and the ones being received(registered).

As for the other issue, this is guaranteed to happen when logging to console and flushing to a file at the same time. This is going to suck back performance. Just put a Debug.Log into update and you will see the same thing happening.