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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid][length] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid][cast] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
AssertOnTimeout("Timed out waiting for object to spawn!");
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LogAssert.Expect(LogType.Error,"[Netcode] NetworkBehaviour index 3 was out of bounds for ClientPrefab(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.");
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LogAssert.Expect(LogType.Error,"[NetworkTransformMessage][Invalid][length] Targeted NetworkTransform, NetworkBehaviourId (3), does not exist! Make sure you are not spawning NetworkObjects with disabled GameObjects that have NetworkBehaviour components on them.");
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LogAssert.Expect(LogType.Error,"[Netcode] NetworkBehaviour index 3 was out of bounds for NonAuthorityPrefab(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.");
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LogAssert.Expect(LogType.Error,"[NetworkTransformMessage][Invalid] Targeted NetworkTransform, NetworkBehaviourId (3), does not exist! Make sure you are not spawning NetworkObjects with disabled GameObjects that have NetworkBehaviour components on them.");
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