LPLafontaineB
LPLafontaineB
The tests are currently not passing because of a bug with NetworkedMessageChannels that is fixed in #670 . After 670 is merged, this will be fine
The issue this PR fixes could also be the cause of [MTT-2475](https://jira.unity3d.com/browse/MTT-2475), but hard to verify since we don't have consistent reproduction steps for that bug yet
This has been fixed with [Netcode for GameObjects](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects) 1.0.2 and the [Utilities package](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/tree/main/Packages/com.unity.multiplayer.samples.coop) 1.3.1 release
I tested it on my side and see that the client is now properly disconnected, but the host still thinks it is connected and can carry on playing. Is there...
This issue is fixed with PR #824. Now the pool gets properly reset when shutting down the server/client and restarting it. Updates to documentation incoming as well