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When I package to ios and Android real phones, one mobile phone started the service AdvertiseServer, Unity editor could find the server, but the other mobile phone could not find the server, Unity editor started the service AdvertiseServer, both mobile phones could not find the server, error message:
EndOfStreamException: ReadBlittable<System.Int64> not enough data in buffer
to read 8 bytes: [ @ 0/0]
at Mirror.NetworkReader.ReadBlittable[T] () [0x00000] in
<00000000000000000000000000000000>:0
at
Mirror.Discovery.NetworkDiscoveryBase`2[Request,Response].ReceiveGameBroadcastAsync
(System.Net.Sockets.UdpClient udpClient) [0x00000] in
<00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal
(System.Threading.ExecutionContext
executionContext, System.Threading.ContextCallback callback, System.Object
state, System.Boolean preserveSyncCtx) [0x00000] in
<00000000000000000000000000000000>:0
at
System.Runtime.CompilerServices.AsyncMethodBuilderCore+MoveNextRunner.Run
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext.Exec () [0x00000] in
<00000000000000000000000000000000>:0
--- End of stack trace from previous
The text was updated successfully, but these errors were encountered:
When I package to ios and Android real phones, one mobile phone started the service AdvertiseServer, Unity editor could find the server, but the other mobile phone could not find the server, Unity editor started the service AdvertiseServer, both mobile phones could not find the server, error message:
EndOfStreamException: ReadBlittable<System.Int64> not enough data in buffer
to read 8 bytes: [ @ 0/0]
at Mirror.NetworkReader.ReadBlittable[T] () [0x00000] in
<00000000000000000000000000000000>:0
at
Mirror.Discovery.NetworkDiscoveryBase`2[Request,Response].ReceiveGameBroadcastAsync
(System.Net.Sockets.UdpClient udpClient) [0x00000] in
<00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal
(System.Threading.ExecutionContext
executionContext, System.Threading.ContextCallback callback, System.Object
state, System.Boolean preserveSyncCtx) [0x00000] in
<00000000000000000000000000000000>:0
at
System.Runtime.CompilerServices.AsyncMethodBuilderCore+MoveNextRunner.Run
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext.Exec () [0x00000] in
<00000000000000000000000000000000>:0
--- End of stack trace from previous
The text was updated successfully, but these errors were encountered: