Unet, CCU, and You.
In working with Unity's new networking system, I just created my 4th active project. This is evidently 1 too many. Now, any attempt to create an online match with even past projects results in this error. Create Failed:[[UnityEngine.Networking.Match.CreateMatchResponse]-success:False-extendedInfo:Failed; CCU exceeded for appId=**]-address:,port:0,networkId:0x0000000000000000,nodeId:0x0000,usingRelay:False UnityEngine.Networking.Match.c__Iterator0`1:MoveNext()
Nothing I can do lowers my ccu, and I can find no way to remove multiplayer or delete projects. I can't overstate how serious this is, and I can't be the only person to experience this. Please tell me it's something simple I overlooked, and not another reason to switch game engines.
I think it's a global issue.
I have a single multiplayer project that i have been testing a lot this evening. I noticed that none of the hosts i started, would disappear from my lobby list, which they normally do. And now i'm stuck because i'm using all my CCU and can't start any more games.
With everything I've endured so far in every test and version of unity, I'd say unet in its current state is unworkable. Just appealing enough to be a waste of time.
Answer by Pagaz123 · Mar 18, 2016 at 09:45 PM
This is very upsetting for me as well. I created 10 matches on my pc (one on the editor and another on my pc as a stand alone) and had the same problem. If I leave the match or close the game it doesn't matter. I used 20 CCU and that's it.
Answer by Virtual-Addict · Mar 30, 2016 at 02:44 PM
Same issue here. Hosted one game and connected from a different PC. It says "Total CCUs used: 4" It does not revert back to 0 once the application is closed and the "server" is no longer online.
I'm afraid to test more now because it'll reach 20 CCUs in no time and then what? Am I misinterpreting something here?
Answer by iggkrajc · Apr 10, 2016 at 08:13 PM
Also dealing with this issue. Playing a local game with only myself, and am not at the 20 CCU Limit and have no way to continue development....
Any updates? Last post I have seen is here http://forum.unity3d.com/threads/hit-unet-ccu-limit.392530/
Thanks for commenting. Helps me keep an eye on development if nothing else.
I didn't realize it'd been 3 weeks since they posted that last answer. I gave up on UNET, until it's fixed. Curiously, exe builds from before I reached the ccu have no problem hosting or joining ad infinitum.
When I go looking again, I can post my findings here, it it'll help.
Totally! I have responded to all relevant threads on unity forums. This is pretty insane that this continues to be a problem...
http://forum.unity3d.com/threads/hit-unet-ccu-limit.392530/ http://forum.unity3d.com/threads/ccu-count-not-going-down.396875/ http://forum.unity3d.com/threads/match-stays-alive-after-closing-game.360534/
Your answer
Follow this Question
Related Questions
Network Transport Layer API does not work with iOS to PC???? 0 Answers
[UNET] Rigidbody physics sync 0 Answers
Uploading to Photobucket 0 Answers
Unet: How can I know the percentage of packets lost? 1 Answer
starting host and creating match 1 Answer