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[WebGL build] Client connection event is not firing and client is disconnecting immediately
Hi, on web export, client connected event is not firing and client is disconnecting immediately (disconnected event is being called)
My plyer object's Start()
method:
void Start() {
print("Player.Start()");
multiplayerManager = GameObject.Find("MultiplayerManager").GetComponent<MultiplayerManager>();
if (IsOwnedByServer) {
clients = new ArrayList();
waiters = new ArrayList();
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
}
if (NetworkManager.Singleton.IsServer) {
return;
}
if (IsOwner) {
HelloServerRpc();
JoinGameServerRpc();
}
}
Please let's fix these bugs :(
Unity and this things are totally broken and buggy.
Which transport are you using and could you provide some more informations and steps to reproduce this?
Which transport are you using and could you provide some more informations and steps to reproduce this?
WebSocket
I am facing the same issue but with Unity Transport.