VR Multiplayer Template - "renderTime was before m_StartTimeConsumed" error on Client

Hello

we are working on a project based on the VR Multiplayer template. I am the original owner of the project and I added my collegue as owner in the Unity Cloud. We have two PC connected to the same network and we tried to join the same scene using two different headsets in Play Mode. When I join as first, my collegue does not have any problems. while when she joins as first the following error occur:

[Netcode] renderTime was before m_StartTimeConsumed. This should never happen. renderTime is 97,8910657327933, m_StartTimeConsumed is 97,9
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.11.0/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.BufferedLinearInterpolator`1<UnityEngine.Vector3>:Update (single,double,double) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.11.0/Components/Interpolator/BufferedLinearInterpolator.cs:207)
Unity.Netcode.Components.NetworkTransform:UpdateInterpolation () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.11.0/Components/NetworkTransform.cs:3095)
Unity.Netcode.Components.NetworkTransform:Update () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.11.0/Components/NetworkTransform.cs:3128)

In other words, this error occur when I join as client from my PC. While is not present if I join as host.
Do you have any suggestions?

1 Like

I checked with our netcode team and it seems like a rounding error that you can simply ignore. You can change the log level on the NetworkManager component to anything higher than developer if you don’t want to see it.