Comments (2)
The real solution is to replace LogHelper with NetworkLog.
from multiplayer-community-contributions.
The Steam transport has been updated with #28. I'll close this issue under the assumption that this solves the issue, please reopen if there is still issues with using the Steam p2p transport with MLAPI 12.1.7. We likely won't be creating new transport releases for MLAPI 12 so if you want the fixed version of the transport just take the source from the master branch.
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Related Issues (20)
- FacepunchTransport.cs - connectedClients Client.steamId is always 0 - Facepunch.Steamworks Runtime needs to be updated! HOT 2
- Facepunch transport errors when importing to fresh probject and unable to resolve HOT 2
- [SteamNetworkingSockets] Received a packet with an invalid Batch Size Value (Netcode 1.3.1)
- There is an import error from the extra curly brackets at the end HOT 1
- Client not connecting to the discovered servers.
- Network Discovery Example not connecting (iOS <> Mac) HOT 5
- multipeer-connectivity example for macOS <> iOS ? HOT 4
- DOWNLOAD LINK
- LiteNetLib 1.1 update??
- Upgrade to Unity 2022 gives NativeList script error HOT 4
- NetworkDictionary read values should be updated to pass by ref HOT 1
- NetworkDictionary does not dispose of NativeArrays for sceneobjects
- Bullet spawning using object pool
- [SteamNetworkingSockets] A ConnectionRequestMessage was received from a client when the connection has already been established (Netcode 1.5.2) HOT 1
- WebGl Client not connect to Linux Server by websocket transport
- References to Unity.Netcode.Transports.UNET causing errors when importing the package HOT 1
- [Steam Networking Sockets Transport] Leaving whiles joining disconnects the host HOT 4
- [Facepunch Transport] GET RTT DOES NOTHING!!!
- Pointer_stringify -> UTF8ToString
- Lobby.IsValid still true after calling Lobby.Leave() HOT 2
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