SamTheBay
SamTheBay
I upgraded to 1.0.0-pre.4 and I am still having this issue.
I am setting it there as well as in the awake function of the object to try and catch all the places... NetworkLevel level = Instantiate(levelPrefab); ... level.NetworkObject.CheckObjectVisibility = level.IsVisible;...
Ya, this looks obviously wrong. I don't have time to learn how to download the project and create a proper pull request. However, I think this is likely the fix......
Yes, I am using UTP (version 2.2.1). Attached is a screenshot of my configuration. Note that I have played around with different sizes for the Max Packet Queue Size and...
A new finding as I am running more tests today. This time, I see the following message pattern... ** Client Receives ** 2024-04-23 06:04:56 332) Hash: 16439399040642367407 Size: 56 Batch...
@NoelStephensUnity right now my stress test runs my full game with one client and one server. It then continually generates groups of enemies which attack the player and then eventually...
@NoelStephensUnity I have submitted the bug report along with the full project and instructions on how to run the stress test to reproduce the issue. Let me now if you...
@NoelStephensUnity were you able to reproduce the issue using the project I sent?
@NoelStephensUnity @ShadauxCat is there any update on finding the root cause or an ETA for this? I saw from the bug report that it looks like you have successfully reproduced...