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[help] Dissonance Only Working if Host Runs Game from Unity Editor #296
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I haven't seen anything like this before!
Does Steam allow you to use 2 copies of the game on the same machine? As far as I'm aware packets are sent to a specific SteamID, so if both clients are using the same SteamID that would presumably cause issues. (I've never used the Steam backend with NFGO, so I might be completely wrong with this!). |
Rest of the game ok, players can connect to host etc. Testing connectivity between two devices, same result if on same network at home or over the internet. Device1 > Client, Device 2 > Host (Works if runs in editor, not in game build). Same results if I switch that around. Yeah that's correct, clients connect to a Steam ID. Players start in Scene1 where they locate each other using Steam lobby system. They then load into the second scene which has the Dissonance prefab, players spawn in using a prefab ID which they assigned in scene 1. I've pulled some logs, working vs not working (editor vs build), I dont think Dissonance is starting as host: Editor: Build: Does the above help? Cheers, |
Can I get you to make a few changes and then send me the full log. I'll have a trawl through it to see if I can spot anything:
Log.Warning("Chrisbell123: RunAsX"); (making sure to change RunAsX to the correct one for that branch).
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Context
Multiplayer game using NFGO + Steam as transport. Game runs perfect with Dissonance as long as the host runs the game within the Editor.
When run outside the editor in a game build (same pc) audio does not work, client shows Connection Status as Degraded.
Have you seen this issue before?
Dissonance version used: e.g. v9.0.6 (2024-10-21) (check Assets/Dissonance/changelog)
Unity version: e.g. 2021.3.11f1 Personal (check Help > About Unity)
Windows 11
Windows, x86_64 + Windows, x86_64 Development Build
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