Mirror: OnDeserialize failed for: object=xxx component=Mirror.NetworkAnimator sceneId=0 length=17
version:https://github.com/vis2k/Mirror/releases/tag/master-2182 Client side: Unity 2018 3.3f1 runs on Win10 Server side: Unity 2018 3.5f1 runs on Mac
with TCP
I have checked the possible reasons: OnDeserialize failed for: object=Soldier(Clone) component=Mirror.NetworkAnimator sceneId=0 length=17. Possible Reasons:
- Do Mirror.NetworkAnimator’s OnSerialize and OnDeserialize calls write the same amount of data(17 bytes)? Have checked the log on server/ client side. They are same.
- Was there an exception in Mirror.NetworkAnimator’s OnSerialize/OnDeserialize code? No.
- Are the server and client the exact same project? Yes, the same one, sync with git.
- Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both. Both of the sceneId is 0.
Could you pls help with this?
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile () [0x0000a] in <ac823e2bb42b41bda67924a45a0173c3>:0
at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x00051] in <ac823e2bb42b41bda67924a45a0173c3>:0
at System.IO.BinaryReader.ReadBoolean () [0x00000] in <ac823e2bb42b41bda67924a45a0173c3>:0
at Mirror.NetworkReader.ReadBoolean () [0x00000] in F:\UnityWorkSpace\Curve\Curve\Assets\Mirror\Runtime\NetworkReader.cs:24
at Mirror.NetworkAnimator.ReadParameters (Mirror.NetworkReader reader, System.Boolean autoSend) [0x000a0] in F:\UnityWorkSpace\Curve\Curve\Assets\Mirror\Components\NetworkAnimator.cs:274
at Mirror.NetworkAnimator.OnDeserialize (Mirror.NetworkReader reader, System.Boolean initialState) [0x00015] in F:\UnityWorkSpace\Curve\Curve\Assets\Mirror\Components\NetworkAnimator.cs:308
at Mirror.NetworkIdentity.OnDeserializeSafely (Mirror.NetworkBehaviour comp, Mirror.NetworkReader reader, System.Boolean initialState) [0x0007e] in F:\UnityWorkSpace\Curve\Curve\Assets\Mirror\Runtime\NetworkIdentity.cs:476
UnityEngine.Debug:LogError(Object)
Mirror.NetworkIdentity:OnDeserializeSafely(NetworkBehaviour, NetworkReader, Boolean) (at Assets/Mirror/Runtime/NetworkIdentity.cs:485)
Mirror.NetworkIdentity:OnDeserializeAllSafely(NetworkBehaviour[], NetworkReader, Boolean) (at Assets/Mirror/Runtime/NetworkIdentity.cs:501)
Mirror.NetworkIdentity:OnUpdateVars(NetworkReader, Boolean) (at Assets/Mirror/Runtime/NetworkIdentity.cs:567)
Mirror.ClientScene:ApplySpawnPayload(NetworkIdentity, Vector3, Quaternion, Byte[], UInt32) (at Assets/Mirror/Runtime/ClientScene.cs:356)
Mirror.ClientScene:OnSpawnPrefab(NetworkConnection, SpawnPrefabMessage) (at Assets/Mirror/Runtime/ClientScene.cs:403)
Mirror.<>c__DisplayClass37_0`1:<RegisterHandler>b__0(NetworkMessage) (at Assets/Mirror/Runtime/NetworkClient.cs:295)
Mirror.NetworkConnection:InvokeHandler(Int32, NetworkReader) (at Assets/Mirror/Runtime/NetworkConnection.cs:214)
Mirror.NetworkConnection:TransportReceive(Byte[]) (at Assets/Mirror/Runtime/NetworkConnection.cs:247)
Mirror.NetworkClient:OnDataReceived(Byte[]) (at Assets/Mirror/Runtime/NetworkClient.cs:98)
UnityEngine.Events.UnityEvent`1:Invoke(Byte[])
Mirror.TelepathyTransport:ProcessClientMessage() (at Assets/Mirror/Runtime/Transport/TelepathyTransport.cs:50)
Mirror.TelepathyTransport:LateUpdate() (at Assets/Mirror/Runtime/Transport/TelepathyTransport.cs:77)
About this issue
- Original URL
- State: closed
- Created 5 years ago
- Comments: 19 (12 by maintainers)
@liu1700 use older versions of Mirror and save your life! 😕