Unity Netcode Dedicated Server Deferred messages were...

So Im having trouble with netcode dedicated server. I bought lightsail aws and uploaded the dedicated server linux build into the server but it is not working properly.
here is what the server console says after starting the server build:

[UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=4194304"
    "memorysetup-bucket-allocator-block-count=1"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=4194304"
    "memorysetup-profiler-bucket-allocator-block-count=1"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=4194304"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=262144"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gfx=262144"
Mono path[0] = '/home/ec2-user/DedSvr/server_Data/Managed'
Mono config path = '/home/ec2-user/DedSvr/server_Data/MonoBleedingEdge/etc'
Found 1 interfaces on host : 0) 172.26.2.205
Multi-casting "[IP] 172.26.2.205 [Port] 55001 [Flags] 2 [Guid] 245226904 [EditorId] 831495183 [Version] 1048832 [Id] Unknown(43,172.26.2.205) [Debug] 0 [PackageName] Unknown [ProjectName] moba" to [225.0.0.222:54997]...
Preloaded 'lib_burst_generated.so'
Initialize engine version: 2021.3.23f1 (213b516bf396)
[Subsystems] Discovering subsystems at path /home/ec2-user/DedSvr/server_Data/UnitySubsystems
Forcing GfxDevice: Null
GfxDevice: creating device client; threaded=0; jobified=0
NullGfxDevice:
    Version:  NULL 1.0 [1.0]
    Renderer: Null Device
    Vendor:   Unity Technologies
Begin MonoManager ReloadAssembly
- Completed reload, in  3.073 seconds
ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader Sprites/Mask shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader Legacy Shaders/VertexLit shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
ERROR: Shader TextMeshPro/Mobile/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Standard' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader Standard shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Standard' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader Legacy Shaders/Diffuse shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader GUI/Text Shader shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Polytope Studio/ PT_Medieval Armors Shader PBR' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader Polytope Studio/ PT_Medieval Armors Shader PBR shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Polytope Studio/ PT_Medieval Armors Shader PBR' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
There is no texture data available to upload.
UnloadTime: 0.984474 ms
ERROR: Shader UI/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Starting Server
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:29)
ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)

[Netcode] StartServer
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:StartServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:833)
ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:32)
ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)

[Netcode] Initialize
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:Initialize (bool) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:713)
Unity.Netcode.NetworkManager:StartServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:841)
ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:32)
ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)

Server started!
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ServerStarter:StartTheServer () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:33)
ServerStarter:Awake () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Assets/Scripts/ServerStarter.cs:15)

[Netcode] Syncing Time To Clients
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Unity.Netcode.NetworkLog:LogInfo (string) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:22)
Unity.Netcode.NetworkManager:SyncTime () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1982)
Unity.Netcode.NetworkManager:OnNetworkManagerTick () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1477)
Unity.Netcode.NetworkTickSystem:UpdateTick (double,double) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Timing/NetworkTickSystem.cs:102)
Unity.Netcode.NetworkManager:OnNetworkPreUpdate () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1425)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1332)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkPreUpdate/<>c:<CreateLoopSystem>b__0_0 () (at C:/Users/Deniz/Documents/GitHub/moba/moba/Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:232)

And this is the Script im using to start the server:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using Unity.Services.Multiplay;

public class ServerStarter : MonoBehaviour
{
    // Start is called before the first frame update
    void Awake()
    {
#if UNITY_SERVER

        StartTheServer();

#endif
    }

    // Update is called once per frame
    void Update()
    {
       
    }
     public void StartTheServer()
    {
       
       
        Debug.Log("Starting Server");
        string ipv4Address = "0.0.0.0";
        NetworkManager.Singleton.GetComponent<UnityTransport>().SetConnectionData(ipv4Address, 7777,"0.0.0.0");
        NetworkManager.Singleton.StartServer();
        Debug.Log("Server started!");
    }
}

(there is also ofc a StartClient code)
In the editor it looks like the client is connected with the server but his playerobject doesnt spawn.

here is the warning im getting in the editor:

  • [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 2, but that trigger was not received within within 1 second(s).

  • UnityEngine.Debug:LogWarning (object)

  • Unity.Netcode.NetworkLog:LogWarning (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:28)

  • Unity.Netcode.DeferredMessageManager:PurgeTrigger (Unity.Netcode.IDeferredMessageManager/TriggerType,ulong,Unity.Netcode.DeferredMessageManager/TriggerInfo) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:98)

  • Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:83)

  • Unity.Netcode.NetworkManager:OnNetworkPostLateUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1445)

  • Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1335)

  • Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)

  • Unity.Netcode.NetworkUpdateLoop/NetworkPostLateUpdate/<>c:b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:268)

  • [Netcode] Deferred messages were received for a trigger of type OnSpawn with key 1, but that trigger was not received within within 1 second(s).

  • UnityEngine.Debug:LogWarning (object)

  • Unity.Netcode.NetworkLog:LogWarning (string) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Logging/NetworkLog.cs:28)

  • Unity.Netcode.DeferredMessageManager:PurgeTrigger (Unity.Netcode.IDeferredMessageManager/TriggerType,ulong,Unity.Netcode.DeferredMessageManager/TriggerInfo) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:98)

  • Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Messaging/DeferredMessageManager.cs:83)

  • Unity.Netcode.NetworkManager:OnNetworkPostLateUpdate () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1445)

  • Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkManager.cs:1335)

  • Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:185)

  • Unity.Netcode.NetworkUpdateLoop/NetworkPostLateUpdate/<>c:b__0_0 () (at Library/PackageCache/com.unity.netcode.gameobjects@1.3.1/Runtime/Core/NetworkUpdateLoop.cs:268)

Hi unity_VngtZy77FXMDEg,

Sorry for the delay!
I’m moving your question to the right channel and asking the Dedicated Server team to have a look.

unity_VngtZy77FXMDEg,

I have a few questions to better understand your configuraiton:

Could you share some more details on how your player’s are being spawned?
(i.e. are you using the NetworkManager.PlayerPrefab property or manually spawning the player’s NetworkObject)

Since you mentioned AWS LightSail, did you make sure to add firewall entries for the UDP ports you plan on using?
(If so, could you share which ports you opened along with the UTP configuration?)