Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by Jeffom · Oct 22, 2016 at 12:33 AM · unity 5networkingmatchmaking

Can't recreate a match using UNET matchmaker

I'm creating a match using the matchmaker from the network manager and destroying it using

 `MultiplayerNetworkManager.singleton.matchMaker.DestroyMatch`

but after tying to create another match I get the error

 Local Connection already exists
 UnityEngine.Networking.NetworkManager:OnMatchCreate(CreateMatchResponse)
 Game.Multiplayer.MultiplayerNetworkManager:OnMatchCreate(CreateMatchResponse) (at Assets/Game/Multiplayer/Scripts/MultiplayerNetworkManager.cs:170)
 MultiplayerInteractor:OnMatchCreated(CreateMatchResponse) (at Assets/Game/Multiplayer/UI/Scripts/MultiplayerInteractor.cs:119)
 UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 A connection has already been set as ready. There can only be one.
 UnityEngine.Networking.NetworkManager:OnClientConnect(NetworkConnection)
 Game.Multiplayer.MultiplayerNetworkManager:OnClientConnect(NetworkConnection) (at Assets/Game/Multiplayer/Scripts/MultiplayerNetworkManager.cs:143)
 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

Do I need to call something else before trying to create another match?

I'm using unity 5.3.5p5 due to some project constraints.

Also I'm overriding the functions in my NetworkManager just to print some logs they're not modified

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MrLucid72 · Dec 10, 2016 at 12:27 PM 0
Share

I just ran into this issue. @jeffom did you ever find a solution? I read that match$$anonymous$$aker.DropConnection() is more-recommended, however I get the same err. Epic bump!

I'm using 5.5.0f3 - found this post via Google

avatar image MrLucid72 · Dec 10, 2016 at 02:02 PM 0
Share

EDIT: Originally thought this was the answer, but nope, not the answer.

In your LobbyPlayer script, add the if (!readyToBegin). I saw other threads where they reverse engineered this and realized it's just simply a log warning (that you could probably even ignore) saying you readied up 2x somehow/somewhere. So:

 if (!readyToBegin)
     SendReadyToBegin$$anonymous$$essage();

Ref: http://answers.unity3d.com/questions/991552/unet-a-connection-has-already-been-set-as-ready-th.html

avatar image Jeffom MrLucid72 · Dec 13, 2016 at 04:42 PM 0
Share

my answer below

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Jeffom · Dec 11, 2016 at 03:53 AM

Not sure if you already solved it, In my case i needed to call the StopMatchmaker and Start it again before trying to recreate a match.

I hope this works for you. Good Luck

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

134 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is there any way to do automatic p2p matchmaking system via Unet? 0 Answers

Unity Unet own Matchmaking 2 Answers

uNet: Failed to send internal buffer 0 Answers

UNET with Secure Firewalls 0 Answers

How to spawn projectiles on the server from a client. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges