Hello
We have 2 NetworkManager components , 1 for a lobby and 1 for voice chat.
we use Netcode for gameobjects integration.
It works completely fine on editor but doesn't work on android , what is the different between Editor and android?
After we connect to Dissonance server ,DissonanceSetup Doesn't show connected players anymore.
We have tested our network with only one NetworkManager and it works correctly.
before we use the second NetworkManager and instantiate DissonanceSetup object we shutdown the first networkmanager like this:
foreach (var networkObject in VoiceLobbyClientManager.Instance.GetComponent<NetworkManager>().SpawnManager.SpawnedObjectsList)
{
if (networkObject != null)
{
Destroy(networkObject.gameObject);
}
}
VoiceLobbyClientManager.Instance.GetComponent<UNetTransport>().DisconnectLocalClient();
VoiceLobbyClientManager.Instance.GetComponent<UNetTransport>().Shutdown();
VoiceLobbyClientManager.Instance.GetComponent<NetworkManager>().Shutdown();
Unity version : 2021.3.39f
Dissonance version : 9.0.4
Netcode for gameobject version : 1.9.1
Hello
We have 2 NetworkManager components , 1 for a lobby and 1 for voice chat.
we use Netcode for gameobjects integration.
It works completely fine on editor but doesn't work on android , what is the different between Editor and android?
After we connect to Dissonance server ,DissonanceSetup Doesn't show connected players anymore.
We have tested our network with only one NetworkManager and it works correctly.
before we use the second NetworkManager and instantiate DissonanceSetup object we shutdown the first networkmanager like this:
Unity version : 2021.3.39f
Dissonance version : 9.0.4
Netcode for gameobject version : 1.9.1