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InvalidOperationException: Nullable object must have a value. #2951

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StephenGrosjean opened this issue Jun 15, 2024 · 1 comment
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stat:awaiting response Status - Awaiting response from author. type:bug Bug Report

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@StephenGrosjean
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Description

When a client join a game this error is showing, but only on 1.9.1 not on 1.8.1.
The client is not spawning any network prefab.
No other issue than this one at the same time.

Reproduce Steps

Can't find any general step to reproduce.

Actual Outcome

A clear and concise description of what happened and broke.

Environment

  • OS: Windows 10
  • Unity Version: 2022.3.17f1
  • Netcode Version: 1.9.1

Additional Context

System.Nullable`1[T].get_Value () (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)
Unity.Netcode.NetworkObject.HostCheckForGlobalObjectIdHashOverride () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Core/NetworkObject.cs:2040)
Unity.Netcode.NetworkObject.GetMessageSceneObject (System.UInt64 targetClientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Core/NetworkObject.cs:1764)
Unity.Netcode.SceneEventData.WriteSceneSynchronizationData (Unity.Netcode.FastBufferWriter writer) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/SceneManagement/SceneEventData.cs:530)
Unity.Netcode.SceneEventData.Serialize (Unity.Netcode.FastBufferWriter writer) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/SceneManagement/SceneEventData.cs:476)
Unity.Netcode.SceneEventMessage.Serialize (Unity.Netcode.FastBufferWriter writer, System.Int32 targetVersion) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/Messages/SceneEventMessage.cs:15)
Unity.Netcode.NetworkMessageManager.SendMessage[TMessageType,TClientIdListType] (TMessageType& message, Unity.Netcode.NetworkDelivery delivery, TClientIdListType& clientIds) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:641)
Unity.Netcode.NetworkMessageManager.SendMessage[T] (T& message, Unity.Netcode.NetworkDelivery delivery, System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:814)
Unity.Netcode.NetworkConnectionManager.SendMessage[T] (T& message, Unity.Netcode.NetworkDelivery delivery, System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Connection/NetworkConnectionManager.cs:1282)
Unity.Netcode.NetworkSceneManager.SynchronizeNetworkObjects (System.UInt64 clientId) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/SceneManagement/NetworkSceneManager.cs:1839)
Unity.Netcode.NetworkConnectionManager.HandleConnectionApproval (System.UInt64 ownerClientId, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Connection/NetworkConnectionManager.cs:823)
Unity.Netcode.ConnectionRequestMessage.Handle (Unity.Netcode.NetworkContext& context) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/Messages/ConnectionRequestMessage.cs:156)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:582)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:446)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:450)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Messaging/NetworkMessageManager.cs:472)
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Core/NetworkManager.cs:49)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Core/NetworkUpdateLoop.cs:192)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.9.1/Runtime/Core/NetworkUpdateLoop.cs:215)```
@StephenGrosjean StephenGrosjean added stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report labels Jun 15, 2024
@fluong6
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fluong6 commented Jun 18, 2024

Thank you for reaching out and reporting the issue. We wanted to let you know that we will be releasing NGO version 1.10 soon, which included numerous updates and fixes that may address the problem you've encountered.

Once it's available, please update to this new version and check if the issue persists. Stay tuned.

@fluong6 fluong6 added stat:awaiting response Status - Awaiting response from author. and removed stat:awaiting triage Status - Awaiting triage from the Netcode team. labels Jun 18, 2024
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Labels
stat:awaiting response Status - Awaiting response from author. type:bug Bug Report
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