If there are more than 58 variables in the animator, an error appears when connecting the second player. Are there any restrictions on the number of variables when syncing via the component network animator? Also, if the variables are less than 58, then there are no errors.
Error: [Netcode] Player(Clone) threw an exception during synchronization serialization, this NetworkBehaviour is being skipped and will not be synchronized!
([Netcode] Player(Clone) threw an exception during synchronization serialization, this NetworkBehaviour is being skipped and will not be synchronized!
More info:
[Netcode] Player(Clone) threw an exception during synchronization serialization, this NetworkBehaviour is being skipped and will not be synchronized!
[Netcode] Player(Clone) threw an exception during synchronization serialization, this NetworkBehaviour is being skipped and will not be synchronized!
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Logging/NetworkLog.cs:28)
Unity.Netcode.NetworkBehaviour:Synchronize<Unity.Netcode.BufferSerializerWriter> (Unity.Netcode.BufferSerializer`1<Unity.Netcode.BufferSerializerWriter>&,ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkBehaviour.cs:1383)
Unity.Netcode.NetworkObject:SynchronizeNetworkBehaviours<Unity.Netcode.BufferSerializerWriter> (Unity.Netcode.BufferSerializer`1<Unity.Netcode.BufferSerializerWriter>&,ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkObject.cs:2809)
Unity.Netcode.NetworkObject/SceneObject:Serialize (Unity.Netcode.FastBufferWriter) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkObject.cs:2714)
Unity.Netcode.CreateObjectMessage:Serialize (Unity.Netcode.FastBufferWriter,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/Messages/CreateObjectMessage.cs:112)
Unity.Netcode.NetworkMessageManager:SendMessage<Unity.Netcode.CreateObjectMessage, Unity.Netcode.NetworkMessageManager/PointerListWrapper`1<ulong>> (Unity.Netcode.CreateObjectMessage&,Unity.Netcode.NetworkDelivery,Unity.Netcode.NetworkMessageManager/PointerListWrapper`1<ulong>&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/NetworkMessageManager.cs:644)
Unity.Netcode.NetworkMessageManager:SendMessage<Unity.Netcode.CreateObjectMessage> (Unity.Netcode.CreateObjectMessage&,Unity.Netcode.NetworkDelivery,ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/NetworkMessageManager.cs:821)
Unity.Netcode.NetworkConnectionManager:SendMessage<Unity.Netcode.CreateObjectMessage> (Unity.Netcode.CreateObjectMessage&,Unity.Netcode.NetworkDelivery,ulong) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Connection/NetworkConnectionManager.cs:1540)
Unity.Netcode.NetworkSpawnManager:SendSpawnCallForObject (ulong,Unity.Netcode.NetworkObject) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Spawning/NetworkSpawnManager.cs:1116)
Unity.Netcode.NetworkObject:SpawnInternal (bool,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkObject.cs:1610)
CharacterSpawner:SpawnRpc (ulong) (at Assets/NetCode/Hosting And Joint/CharacterSpawner.cs:34)
CharacterSpawner:__rpc_handler_3114497794 (Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle (Unity.Netcode.NetworkContext&,Unity.Netcode.RpcMetadata&,Unity.Netcode.FastBufferReader&,Unity.Netcode.__RpcParams&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/Messages/RpcMessages.cs:75)
Unity.Netcode.RpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/Messages/RpcMessages.cs:209)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.RpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/NetworkMessageManager.cs:585)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/NetworkMessageManager.cs:444)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Messaging/NetworkMessageManager.cs:470)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkManager.cs:288)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@bd5b7db87b58/Runtime/Core/NetworkUpdateLoop.cs:214)