Comments (4)
You need to initialize the transport or use a networkmanager
from mirror.
Well i start the server with a networkmanager so it should work.
And it's work with previous version of mirror
from mirror.
If you override the awake method, make sure to call the base class
from mirror.
That was that. Before the Awake method was not protected. I added it and it's work now.
Thanks for your help 👍
from mirror.
Related Issues (20)
- Broken Test - All Unity Versions HOT 1
- Modifying [SyncVar] in another assembly doesn't set dirty bits HOT 4
- hasAuthority is false for NPCs HOT 1
- NPC SyncDirection .authority is false HOT 1
- Network Lerp Rigidbody deasnt lerp client on server side HOT 1
- ConnectionToServer returns null when connecting as client HOT 1
- NetworkBehaviour 'GetComponentInParent(false)' error - Line 307 | Unity 2020.3.21 | v79.0.1 HOT 1
- Mirror throws NullReferenceException on connect causing client to disconnect
- Mirror Destorys Scene object is if it the player object HOT 1
- The output byte buffer is too small to contain the encoded data HOT 2
- SpawnObjects sends spawn messages to Connections that do not have Player objects HOT 1
- PrepareToSpawnSceneObjects fails to scene objects that are enabled
- Server and Client rtt differ significantly
- The two assetIds placed under prefab and under the folder are inconsistent HOT 1
- Cannot delete NetworkIdentity from my asset HOT 2
- Error "Mirror.NetworkTransform on Turret requires a NetworkIdentity. Please add a NetworkIdentity component to Turret or it's parents." in clean project HOT 3
- NetworkManager.StopHost destroys the NetworkManager in DDOL HOT 3
- NetworkBehaviour validation error on child (Nested) Prefabs HOT 3
- Warn of oversized packets to provide a stack trace HOT 2
- commands being called when network client is not ready HOT 2
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from mirror.