"Trying to recieve TimeSyncMessage from client 0" Error from Unity transport

One of my players is having issues when others try to join their games. I’m using Unity Relay and NGO.
When they host a game, the game seemingly is hosted fine (brings them to the lobby, no errors in the log), but when others try to join they get a “Trying to receive TimeSyncMessage from client 0 which is not in a connected state.” about 10x in the log before getting disconnected.

This seems to be a rare issue, as among the thousands of players, I’ve only had this reported once. From their description, it seems like it happens to anyone trying to join their game, not a specific user.

The game is running on Unity 2021.3.28f1 and Netcode 1.5.1

Any help is greatly appreciated!

I’m getting the same issue, but for me it’s suddenly when I’m trying to connect one of my players to another via Relay.

Unity 2021.3.27, NetCode 1.5.1

“Trying to receive TimeSyncMessage from client 0 which is not in a connected state.”

Any idea why?

I haven’t touched NetCode code in a while, so why is it suddenly not connecting anymore?

Ok I’m an idiot. I’ve had this issue before a few weeks ago, found out what caused it, and posted about it in another place…

https://forum.unity.com/threads/spawning-certain-prefabs-before-second-client-joined-cant-connect-to-that-scene.1438396/

TLDR: NordVPN caused it in my case