mischa
mischa
hey @skywind3000 can you confirm that this is a bug? we are using kcp for Mirror Networking in Unity. this bug seems to limit max message size for no obvious...
we have a applied this fix for C# kcp version. it works well. 我们在 C# 版本中修复了它。它工作正常。
> 这里应该是 if (count >= 256) return -2; 才对吧,frg字段只有一个字节。 Thank you. We noticed this too just now. 谢谢你。我们刚才也注意到了这一点。
@realQuartzi nice work. shouldn't the Spawn(GameObject) methods then simply reuse Spawn(NetworkIdentity)? it's the same code, right?
> * > > > EXCEPTION: SocketException Message: No connection could be made because the target machine actively refused it. please post the complete stack trace. that's what it's for...
for future reference, might be related to https://github.com/vis2k/Mirror/issues/2119 which is currently being fixed
@alesmasiar any chance that you could send us a pull request with your fix, or just post the fix here?
Huh, why would GUILayout not be available? Does that work in your other projects?
thanks for detailed bug report. @jaf6802 just to be clear, is the problem: - NetworkTime.localTime being constant during the frame? for example, calling it twice in the same frame will...
can you check the logs if the IL2CPP error is coming form Mirror's ILPOstProcessor or from Unity's?