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 /
avatar image
0
Question by christophermrau · Apr 02, 2017 at 10:08 AM · unity 5editornetworkingbuild

OnServerStart not working in Build. Works in editor

Unity 5.5.2f1
Build for Windows (.exe)

I have a GameManager derived from NetworkBehavior that overrides OnStartServer:

 public class GameManager : NetworkBehaviour
 {
     static GameManager _manager = null;
     public static GameManager Instance { get { return _manager; } }
 
     ShipManager _shipManager;
 
     void Awake()
     {
         if (_manager == null) _manager = this;
         else if(_manager != this) Destroy(gameObject);
 
         DontDestroyOnLoad(gameObject);
 
         _shipManager = GetComponent<ShipManager>();
     }
 
     #region Overrides of NetworkBehaviour
 
     public override void OnStartServer()
     {
         base.OnStartServer();
         Debug.Log("OnStartServer running");
         _shipManager.LoadShips();
     }
 
     #endregion
 }

I run in the editor and select "Host", OnStartServer is called, all my ships are created, and everything seems to run fine.
However, when I build and run in standalone, the OnStartServer function never runs and my ships are never created. Does anyone have any pointers? What am I missing here? Thanks.

Comment
Add comment · Show 1
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 tito91 · May 09, 2017 at 01:53 PM 0
Share

I have the same issue in 5.6. Did you find the cause of this issue?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by christophermrau · May 10, 2017 at 01:25 PM

@tito91 Gosh, it's been a while since I looked at this. I am not really using the GameManager right now, although it is still part of my project. Also, I am still very new to Unity and am slowly getting more comfortable with the architecture.
Anyway, the current incarnation of my GameManager is derived from a MonoBehavior and the Singleton instance is initialized in the Awake() function override.
However, I am beginning to understand a few things about Unity that may help:
1. Creating Unity derived objects in code scripts (i.e. MonoBehavior or NetworkBehavior) is a non-starter. These objects are meant to be created in the scene and referenced either in the Inspector or as a Prefab.
2. State objects (i.e. objects that are serialized or SyncVars) should NOT be derived from Unity constructs. They can simply be basic classes or structs.
3. It seems that SyncVars cannot be null, so dummy "uninitialized" objects must be created. Also, they need default constructors.

OK, I'm rambling a bit now. But, the bottom line is that, as I become more familiar with the Unity architecture, I am starting to feel like a central "Game Manager" may not be necessary. Each entity can sort of manage it's own state, maybe with the help of some less omniscient constructs..(?) I'm still learning so we will see. Hopefully you get a few ideas from this.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

OnServerStart not being called in standalone build. Works in editor. 1 Answer

Starting a client on standalone.exe not working but i works on editor play 2 Answers

Unity acting really weird when playing builds 1 Answer

Differences between running in Unity Editor vs. standalone .exe? 1 Answer

How to fix: !CreateDirectoryRecursive(fullpath) 6 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