HI,
I have no Idea on what it is because it’s basically the same project that I had on windows, but If I test the game from an android with windows it wokrs.
If I test it from Mac when the client join the match it suddently disconnect automatically.
Any idea? Suggestions?
Library is already deleted
scene and assets are the same
Play mode (in unity editor) works in Mac and both in Windows.
NGO package, All multiplayer packages, Unity transport package are with the same version on Mac and Windows
Facts:
Android - Mac it does not work and the problem seems to be because of the device mismatch(iOS - mac it works; windows - android works; iOS - Android does not work; Windows iOS does not work)
Of course you can not make builds from windows to iOS and from Mac to Android so the mismatch could be not related on the system but just related to some change that has been done importing the project file … But the only change I made is to download again some of the packages because gave me some weird error…
Infoplist and iOS build are not related actually because I am playing from editor so the build for iOS with plist file does not make any difference.
So the question is : What’s the difference that makes Andoid - Mac and iOS - Windows mismatch?
Error here below:
[Netcode] NetworkConfig mismatch. The configuration between the server and client does not match
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs:28)
Unity.Netcode.ConnectionRequestMessage:Deserialize (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionRequestMessage.cs:173)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ConnectionRequestMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:556)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:422)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:448)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:332)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)