Description
i upgrade netcode 1.2 to 1.5.1, and i import the whole package into my project(because i need use addressable for networkprefab, so i
modify some code on generating networkobject hash id method), the server works fine on the editor mode. but i got an error when working on dedicated server(win64) build, this error message shows every frame.
Screenshots
Failed to load type initialization for assembly Unity.Multiplayer.Tools.NetStatsReporting
Failed to load type initialization for assembly Unity.Multiplayer.Tools.MetricTypes
FieldAccessException: Field `Unity.Netcode.NetworkBehaviour:NetworkVariableFields' is inaccessible from method `Unity.Netcode.NetworkBehaviourUpdater:NetworkBehaviourUpdate ()'
at Unity.Netcode.NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick () [0x00000] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at Unity.Netcode.NetworkTickSystem.UpdateTick (System.Double localTimeSec, System.Double serverTimeSec) [0x000ad] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkTimeSystem.UpdateTime () [0x00067] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) [0x00040] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) [0x00021] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () [0x00000] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
Unloading 4 Unused Serialized files (Serialized files now loaded: 11)
FieldAccessException: Field `Unity.Netcode.NetworkBehaviour:NetworkVariableFields' is inaccessible from method `Unity.Netcode.NetworkBehaviourUpdater:NetworkBehaviourUpdate ()'
at Unity.Netcode.NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick () [0x00000] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at Unity.Netcode.NetworkTickSystem.UpdateTick (System.Double localTimeSec, System.Double serverTimeSec) [0x000ad] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkTimeSystem.UpdateTime () [0x00067] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) [0x00040] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) [0x00021] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
at Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () [0x00000] in <9d8627c8ce4c4fd788ca2dee561029ab>:0
Environment
- OS: window 11
- Unity Version: 2021.3.19f1c1
- Netcode Version:1.5.1
- Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/ba418fa5b600ad9eb61fab0575f12fbecc2c6520]
Description
i upgrade netcode 1.2 to 1.5.1, and i import the whole package into my project(because i need use addressable for networkprefab, so i
modify some code on generating networkobject hash id method), the server works fine on the editor mode. but i got an error when working on dedicated server(win64) build, this error message shows every frame.
Screenshots
Environment