Paradoks-Studio
Paradoks-Studio
I had this issue on my production server, so i had to switch back. I don't know when i will be able to revert again to latest, but i will,...
I don't think it's that simple as, my project works well on previous version, just upgrading mirror can't create out of nowhere that kind of issue. That's why i mentioned...
As said above, i connect once to the game without problems, so the ports were set up correctly, but the bug occured when i tried after the disconnection, to reconnect.
I installed 2020LTS everything is new, followed the instructions. and i got the same problem, can't reconnect to the server twice in a row. The tests are made in local,...
maybe an other hint for you: on previous mirror version, i was able to make my build and connect one time with the editor and X time to the same...
i switched Asio to Auto so he picks telepathy, i don't have the error anymore, just get kicked and get back to lobby, the error is that: ```Disconnect() UnityEngine.Debug:Log (object)...
I tried full Telepathy, when i am about to connect i get that: ``` Client Recv: failed to connect to ip=localhost port=7777 reason=System.Net.Sockets.SocketException (0x80004005): Aucune connexion n’a pu être établie...
Is there some state that is changing after quitting the online scene to offline ?
spotted something: during the scene change i lose the reference to the active transport. that's why i can't update the port on it, and why instead of trying to connect...
as a workaround i had to change: ```protected Transport transport;``` to ```public Transport transport;``` then use: ```NetworkManager.singleton.transport``` instead of : ```Transport.activeTransport``` because it is lost during scene change. even putting...