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Using the Multiplayer Sessions API to matchmake and initialize a multiplay server doesn't finish connection.
The Matchmaker successfully gets multiplay to create the server, the matchmaker seems to create tickets and match fine, and the allocated server tells me even that a player is connected.
However on the client side, the client is successfully able to connect to the session and its Unity Transport updates with correct information from Multiplay, however none of the other services seem to fire off. Lobby and NGO dont fire off any events, and after around 60-70 seconds the Transport reports the error of "Failed to Connect to Server"
Reproduce Steps
Extract and Open the Example project below in Unity (ProjectCrown.zip)
Build out a Dedicated Linux Build and upload to Unity Cloud MulitPlay
Setup config and fleets (I just used the default Launch parameters)
-nographics -batchmode -logFile $$log_dir$$/Engine.log -queryPort $$query_port$$ -queryType $$query_type$$
Setup matchmaker with the build and set the queue name to "TestQueue"
Switch the build config back to windows, press play, and click the QuickJoin
Actual Outcome
The console log reports the SessionConnecting as joining, and then to joined, logging the Session.
However NGO2 or lobbies or any of the other services wont fire, after 60-70 seconds, the transport will report an error of not connecting
Expected Outcome
The console reporting that its joining briefly, and then setting to joined. NGO and lobbies boots up, causing the GameManagerNb to network spawn and show the cube.
Screenshots
(Server fully initializing)
(Image showing the debug polling showing the client trying to connect, and then connecting)
(Error regardless of connecting.)
(Unity transport settings correctly being set to the multiplay settings)
Description
Using the Multiplayer Sessions API to matchmake and initialize a multiplay server doesn't finish connection.
The Matchmaker successfully gets multiplay to create the server, the matchmaker seems to create tickets and match fine, and the allocated server tells me even that a player is connected.
However on the client side, the client is successfully able to connect to the session and its Unity Transport updates with correct information from Multiplay, however none of the other services seem to fire off. Lobby and NGO dont fire off any events, and after around 60-70 seconds the Transport reports the error of "Failed to Connect to Server"
Reproduce Steps
-nographics -batchmode -logFile
Actual Outcome
The console log reports the SessionConnecting as joining, and then to joined, logging the Session.
However NGO2 or lobbies or any of the other services wont fire, after 60-70 seconds, the transport will report an error of not connecting
Expected Outcome
The console reporting that its joining briefly, and then setting to joined. NGO and lobbies boots up, causing the GameManagerNb to network spawn and show the cube.
Screenshots
(Server fully initializing)
(Image showing the debug polling showing the client trying to connect, and then connecting)
(Error regardless of connecting.)
(Unity transport settings correctly being set to the multiplay settings)
Environment
Additional Context
ProjectCrown.zip
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