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com.unity.multiplayer.samples.bitesize's Issues

Client not showing FXs

Host shows explosions and other effects. The client does not show explosion or ship damage effects.

To Reproduce
Play game with host and client. Running 2020.3.9f1 with the latest pull.

Expected behavior
Client should have same effects as host: explosions from shots and damage effects on ship.

Environment (please complete the following information):

  • OS: Windows 10
  • Unity Version: 2020.3.9f1
  • MLAPI Version: 0.1.0

ClientDriven example only works on Client+Host. Clients break

The sample works locally when starting it as Client+Host. But when joining a HOST with a CLIENT, the physics interaction doesn't work for the CLIENT, and picking up an ingredient and then dropping it drops it in unexpected places.

When building a dedicated server (after adding code to run the headless version as a server) and connecting with 2 clients the same issue persists on both clients. Although one client's position is also completely off. (They are replicated underground)

To Reproduce
Steps to reproduce the behavior:

  1. Create a clone with ParrelSync
  2. Start one as Host and one as Client

Expected behavior
Player's should sync correctly across all clients. Ingredients should be dropped at correct positions, physics on client should work.

Environment

  • OS: Windows 10
  • Unity Version: 2022.3.21
  • Bitesize Samples Repository latest main branch

image

2DSpaceShooter asteroids spawning from objectpool with kinematics enabled in rigidbody2d.

Describe the bug

Run in Host (Server + Client).

Shoot an asteroid.

in public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab) place the following code in the function with a breakpoint on the assert.

    if (networkObject.name.Contains("Asteroid") && networkObject.GetComponent<Rigidbody2D>().isKinematic)
    {
        Assert.IsFalse(GetComponent<Rigidbody2D>().isKinematic);
    }

observe that the gameobjects rigidbody2d is now kinematic for some reason. Seems to be a bug in the Unity.Netcode between Asteroid:Explode() and DummyPrefabInstanceHandler:Destroy.

Expected behavior
Asteroid prefab would still have its settings on the object.

Screenshots
If applicable, add screenshots to help explain your problem.

Environment (please complete the following information):

  • OS:Windows 10
  • Unity Version: 2020.3.27f1
  • MLAPI Version: [e.g. v6.0.1] ?? where do you see this? Nothing with that title is in package manager.
  • Bitesize Samples Repository Version/Commit commit b00c067

2DSpaceShooter: Setting Server Port Does Not Set Listen Port Used for Connecting

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Open two instances of 2DSpaceShooter on one machine
  2. Start a server on port 8000
  3. The host displays that it's on port 8000
  4. Attempt to join as a client on the other instance with port also 8000
  5. This fails after 10 retries.
  6. Attempt to join on the other instance with port 7777
  7. This... works?

Expected behavior
Hosting a game on a different port should use that port for the listen socket.

Environment (please complete the following information):

  • OS: Windows 10 Build 19042
  • Unity Version: 2021.1.10f1
  • MLAPI Version: 0.1.0
  • Bitesize Samples Repository Version/Commit: 3dc3c39

Additional context
For a university project, we need to use a specific port range (which does not include 7777) to be able to open a server to LAN on campus servers. We were attempting to use the bitesize projects to troubleshoot problems, to no avail.

2DSpaceShooter playing single player as host causes exceptions

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. enter play mode for "network" scene in editor
  2. shoot a few asteroids

Expected behavior
Be able to play the game without exceptions

Screenshots
N/A

Environment (please complete the following information):

  • OS: Windows 10
  • Unity Version: 2020.3.13f1
  • MLAPI Version: [e.g. v0.1.0]
  • Bitesize Samples Repository Version/Commit: 3dc3c39

Additional context
It seems that IsSpawned returns false in case of local host causing the issues.
Astroid's counts seems to be off as well.
Probably a lot of other things are going wrong as well if I ignore the exception and keep playing, I get many other types of exceptions...

Invaders play error: NullReferenceException: Object reference not set to an instance of an object

Describe the bug
when i click "start internet game" or "join internet game" button,Console show the error
NullReferenceException: Object reference not set to an instance of an object
MenuControl.StartLocalGame () (at Assets/Scripts/MenuControl.cs:19)
var utpTransport = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
the project is downlaod from this git,and not edit,could you help me fix it?
To Reproduce
Steps to reproduce the behavior:

  1. open the project invaders ,play
  2. click the button start internet game
  3. See error in Console

Screenshots

image

Environment (please complete the following information):

  • OS: Windows 10
  • Unity Version:2021.3.10f
  • netcode Version: 1.0.2

enemies not showing up when joining an inprogress game

Describe the bug
Joining a game already playing in a session results in the enemies not showing up. Bullets rain down still, however.

To Reproduce
Steps to reproduce the behavior:

  1. Build the game and run twice.
  2. Have first copy of game host
  3. second copy joins localhost game
  4. run a third copy of the game
  5. have third copy join localhost

Expected behavior
I would expect the game to be fully recreated for the late joiner, allowing them to see all the graphical elements the other two clients see.

Environment (please complete the following information):

  • OS: Windows 10
  • Unity Version: 2020.3.12f1
  • MLAPI Version: 0.1.0
  • Bitesize Samples Repository Version/Commit 3dc3c39

Server and Client IDs do not match.

Describe the bug
The clientID for a connecting client does not match the ID as seen by the server in the OnClientConnectedCallback callback.

To Reproduce
Steps to reproduce the behavior:
Start a server and connect a client.

This is version Version 1.0.0-pre.4 using Unity Transport for Netcode for GameObjects version Version 1.0.0-pre.4

Expected behavior
ClientID on the client matches what the server sees.

Screenshots
If applicable, add screenshots to help explain your problem.

This is the client's view

This is the server's view

Environment (please complete the following information):

  • OS: MacOS
  • Unity Version: 2021.2.8f1
  • MLAPI Version: 1.0.0-pre.4
  • Bitesize Samples Repository Version/Commit

Additional context
Add any other context about the problem here.

Space Invaders uses IL2CPP

Describe the bug
Space Invaders sample uses IL2CPP backend. When opening with a regular Unity installation without IL2CPP, running it won't work.

To Reproduce
Steps to reproduce the behavior:

  1. Download a Unity version, don't check IL2CPP support
  2. Open the project.
  3. See error

Expected behavior
Our samples should not use IL2CPP and just work if you open them.

Screenshots
image

Environment (please complete the following information):

  • OS: any
  • Unity Version: any
  • MLAPI Version: 0.1.0
  • Bitesize Samples Repository Version/Commit: #5f16e327e83ddcc4e6940947a489607423bb763c

Additional context
Add any other context about the problem here.

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