Sebastiano Mandalà

Results 40 comments of Sebastiano Mandalà

> @sebas77 also such timeouts possibly can be because network jumps (wifi->lte). You need enable `AllowPeerAddressChange` yes that's already done. Our current settings are: Client: ``` _netClient = new NetManager(this)...

this is an example of what happens with our logs: ``` 2024-10-31T18:20:31.057Z Frankfurt[3467fe8b] [15]***Info Sim***: [32] '6ce8c5c66b9b4aa7afa769b0e787' (H: 1, M: 0): Waiting for 1 players to load... 2024-10-31T18:20:31.134Z Frankfurt[3467fe8b] [15]***Info...

the side effect of this is that the application thinks there is packet loss when there is none in theory. So I wonder @RevenantX if the stats should be aware...

Thanks. The lag must be due to the way I use the library. It doesn't happen with the .net websocket class and happens only to the sending while receiving works...

Ok thanks meanwhile if you know how I could get them (I am not a docker expert) I could do some experiments, but it's not as important as before as...

Christian, I explained the license issue in another issue, you need to specify the toolset as the default one doesn't work. Since game ci doesn't provide the option, I had...

there is defo some issue ,but you cannot solve it with game-ci... https://github.com/game-ci/unity-builder/issues/739 if you have the problem 100%, it's due to the toolset issue that I explain in that...

I tried previously with 6000.2.4 And was the same

I tested exactly the same command line (well not exactly, I removed the arguments that are not part of the unity command line, not sure why they are there in...

I am investigating if the problem was due to the license server, i will keep you updated