After this lecture, when I try to do either team or normal Find Match play, I get the following errors:
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: Length 1576863744 is out of range in FixedString32Bytes of '29' Capacity.
Unity.Collections.FixedString32Bytes.CheckLengthInRange (System.Int32 length) (at ./Library/PackageCache/com.unity.collections@1.2.4/Unity.Collections/FixedString.gen.cs:1178)
Unity.Collections.FixedString32Bytes.set_Length (System.Int32 value) (at ./Library/PackageCache/com.unity.collections@1.2.4/Unity.Collections/FixedString.gen.cs:301)
Unity.Netcode.FastBufferReader.ReadValueSafeInPlace[T] (T& value, Unity.Netcode.FastBufferWriter+ForFixedStrings unused) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/Serialization/FastBufferReader.cs:1575)
Unity.Netcode.FixedStringSerializer`1[T].Read (Unity.Netcode.FastBufferReader reader, T& value) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/NetworkVariable/NetworkVariableSerialization.cs:285)
Unity.Netcode.NetworkVariableSerialization`1[T].Read (Unity.Netcode.FastBufferReader reader, T& value) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/NetworkVariable/NetworkVariableSerialization.cs:1012)
Unity.Netcode.NetworkVariable`1[T].ReadField (Unity.Netcode.FastBufferReader reader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/NetworkVariable/NetworkVariable.cs:201)
Unity.Netcode.NetworkBehaviour.SetNetworkVariableData (Unity.Netcode.FastBufferReader reader, System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/Core/NetworkBehaviour.cs:817)
Unity.Netcode.NetworkObject.SetNetworkVariableData (Unity.Netcode.FastBufferReader reader, System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/Core/NetworkObject.cs:1162)
Unity.Netcode.NetworkObject.SynchronizeNetworkBehaviours[T] (Unity.Netcode.BufferSerializer`1[T]& serializer, System.UInt64 targetClientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/Core/NetworkObject.cs:1435)
Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/Core/NetworkObject.cs:1576)
Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/SceneManagement/SceneEventData.cs:933)
Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/SceneManagement/NetworkSceneManager.cs:2048)
Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/SceneManagement/NetworkSceneManager.cs:1944)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.2/Runtime/SceneManagement/SceneEventProgress.cs:262)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/AsyncOperation.cs:21)
I’ll keep looking at it too.
Thanks!
Julian