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I've tried using Multiplayer Play Mode, with Domain Reload disabled, and noticed that when I make code changes, the domain is not reloaded for the additional players at certain times.
After some experimentation, I've determined the problem comes through its interaction with the Jetbrains Rider Editor.
The problem was perceived such that when changing any code with Rider (such as Debug.Log("A") to B), the primary editor reloads domain properly, but other editors will not reload domain.
Attempting the same process with Visual Studio code properly reloads domains for other editors.
To understand what is going wrong with the interaction, I've locally pulled both the Jetbrains Rider Editor package and the Multiplayer Play Mode package.
Jetbrains Rider seems to be innocent in this case, only asking for an assets refresh.
Multiplayer Play Mode fails under its lambda event for vpContext.MainEditorSystems.AssetImportEvents.RequestImport, in Unity.Multiplayer.Playmode.VirtualProjects.Editor.MainEditorInternalRuntime.HandleEvents.
Specifically, it fails under this this section
if(numAssetsChanged==0){
MppmLog.Debug("No assets to actually sync with clones.");return;}
If the code is changed through visual studio, the numAssetsChanged is 1, but if Jetbrains Rider handles the code change, the event is only raised with numAssetsChanged being 0.
This numAssetsCheck seems erronous to me, since didDomainReload is set to true.
For now, I'm opting to locally solve this by changing this query to if (numAssetsChanged == 0 && !didDomainReload), which resolves the problems.
Reproduce Steps
Create a new Unity project, with the Jetbrains Rider Editor and Multiplayer Play Mode packages installed.
Create a MonoBehaviour with Start() { Debug.Log("A"); } and add it to a gameobject in an open scene.
In the Project Settings/Editor/Enter Play Mode Settings enable Enter Play Mode Options and disable Domain Reload.
Open Multiplayer Play Mode and enable a second player.
Enter Play Mode, and witness both players logging "A".
Exit Play Mode
Using Jetbrains Rider, edit "A" to "B", and witness that only the primary player reloads domain.
Enter Play Mode, and witness the primary player logging "B" while the second player logs "A".
Actual Outcome
Primary player reloads domain, but second player does not.
Expected Outcome
Both players reload domain, when code changes.
Environment
OS: Windows 10
Unity Version: 6000.0.0b13
Netcode Version: None, this is a Multiplayer Play Mode issue regardless of netcode.
Multiplayer Play Mode Version: 1.0.0.
Jetbrains Rider Editor version: 3.0.28.
The text was updated successfully, but these errors were encountered:
Description
I've tried using Multiplayer Play Mode, with Domain Reload disabled, and noticed that when I make code changes, the domain is not reloaded for the additional players at certain times.
After some experimentation, I've determined the problem comes through its interaction with the Jetbrains Rider Editor.
The problem was perceived such that when changing any code with Rider (such as
Debug.Log("A")
toB
), the primary editor reloads domain properly, but other editors will not reload domain.Attempting the same process with Visual Studio code properly reloads domains for other editors.
To understand what is going wrong with the interaction, I've locally pulled both the
Jetbrains Rider Editor
package and theMultiplayer Play Mode
package.Jetbrains Rider seems to be innocent in this case, only asking for an assets refresh.
Multiplayer Play Mode fails under its lambda event for
vpContext.MainEditorSystems.AssetImportEvents.RequestImport
, inUnity.Multiplayer.Playmode.VirtualProjects.Editor.MainEditorInternalRuntime.HandleEvents
.Specifically, it fails under this this section
If the code is changed through visual studio, the
numAssetsChanged
is 1, but if Jetbrains Rider handles the code change, the event is only raised withnumAssetsChanged
being 0.This numAssetsCheck seems erronous to me, since
didDomainReload
is set totrue
.For now, I'm opting to locally solve this by changing this query to
if (numAssetsChanged == 0 && !didDomainReload)
, which resolves the problems.Reproduce Steps
Start() { Debug.Log("A"); }
and add it to a gameobject in an open scene.Project Settings/Editor/Enter Play Mode Settings
enableEnter Play Mode Options
and disableDomain Reload
."A"
to"B"
, and witness that only the primary player reloads domain.Actual Outcome
Primary player reloads domain, but second player does not.
Expected Outcome
Both players reload domain, when code changes.
Environment
The text was updated successfully, but these errors were encountered: