Debugging Network Issues
The World Debug Views are useful tools that can help you understand the ownership and network state of objects and data in your scene.
Issue: Object Sync Not Working
Possible Causes:
- The object is missing a
VRCObjectSync
component. - The object's ownership hasn't been transferred correctly.
- The object is not set to use Continuous syncing.
Fix:
- Ensure
VRCObjectSync
is added. - Check ownership with:
Debug.Log("Owner: " + Networking.GetOwner(gameObject).displayName);
- Use
RequestSerialization()
to send updates when using manual sync mode.
Issue: Late Joiners See Incorrect State
Possible Causes:
- The object relies on events instead of synced variables.
- Missing serialization step for critical state updates.
Fix:
- Use synced variables for persistent state.
- Ensure data is serialized correctly using:
public override void OnDeserialization()
{
Debug.Log("Synced data received: " + syncedVariable);
}
Issue: Ownership Conflicts
Possible Causes:
- Multiple scripts attempt to transfer ownership simultaneously.
- Unchecked ownership requests allow unexpected takeovers.
Fix:
- Verify ownership using:
if (Networking.IsOwner(Networking.LocalPlayer, gameObject))
{
Debug.Log("I am the owner");
} - Use
OnOwnershipRequest()
to handle transfer conditions.
Best Practices
- Use the debug overlays to check ownership and network quality.
- Minimize unnecessary ownership transfers to prevent desync.
- Test with multiple players to catch issues related to sync delays and ownership changes.
- Log key networking actions (
Debug.Log
) for analysis.
Next Steps
For further networking troubleshooting, explore these topics: