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Question by sebeisdrache · Jul 23, 2015 at 10:27 PM · matchmakingunity multiplayertimeout

Unet Timeout

Hello,

after Some gametime, the Clients have a Timeout, but without any reason.

UNet Client Disconnect Error: Timeout UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

Even the game disapers form the Matchmaker list.

there should not be a timeout.

have Anyone an idea why this happens?

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avatar image ro_oh · Jul 26, 2015 at 02:42 PM 0
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I am having the same problem. $$anonymous$$y game ran stable, now clients disconnect with no reason given but:

UNet Client Disconnect Error: Timeout UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

The error routinely occurs once there are more than two players connected, i.e. host plus two clients.

Edit: The error doesn't occur when the game's instances are being run from different devices.

avatar image james69lemon · Aug 12, 2015 at 07:23 PM 0
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Any resolution here? I recall in one of the Unity tutorials that the guy in video said this happens with matchmaker and he isn't sure why

avatar image sebeisdrache · Aug 13, 2015 at 11:24 AM 0
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I think its because using the Relayserver form Unet (wich has the 4 kb/s limit ?). (4 kb/s is not enough for my game, i need some bandwidth to have a good player experience)

Is thee a way to use the $$anonymous$$atchmaker like the old masterserver system? wich has no Relayserver?

avatar image Zullar · Oct 15, 2015 at 03:26 PM 0
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I'm having the same problem. The timeout seems to take exactly 1$$anonymous$$ 25sec to happen. Seems to be related to 4kb/s limit + 2$$anonymous$$ buffer bandwith limiter.

http://forum.unity3d.com/threads/matchmaker-client-timeout.342745/

avatar image Ramesh950624 · Feb 15, 2017 at 04:33 AM 0
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Here also suffering with same issue. If any one found the solution please let me know

Thank you in advance

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Answer by AurimasBlazulionis · Feb 15, 2017 at 05:27 AM

It most likely is because you try to send too much data through network. You should look into sending not that important data through unreliable channel and only data that should not get lost like chat messages through reliable/TCP channel.

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