Description
Describe the bug
On iOS, I'm getting:
OverflowException: Writing past the end of the buffer
at Unity.Netcode.NetworkConfig.GetConfig (System.Boolean cache) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.NetworkManager.SendConnectionRequest () [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.NetworkManager.HandleRawTransportPoll (Unity.Netcode.NetworkEvent networkEvent, System.UInt64 clientId, System.ArraySegment1[T] payload, System.Single receiveTime) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Netcode.NetworkTransport+TransportEventDelegate.Invoke (Unity.Netcode.NetworkEvent eventType, System.UInt64 clientId, System.ArraySegment
1[T] payload, System.Single receiveTime) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.NetworkTransport.InvokeOnTransportEvent (Unity.Netcode.NetworkEvent eventType, System.UInt64 clientId, System.ArraySegment`1[T] payload, System.Single receiveTime) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.UnityTransport.ProcessEvent () [0x00000] in <00000000000000000000000000000000>:0
at Unity.Netcode.UnityTransport.Update () [0x00000] in <00000000000000000000000000000000>:0
To Reproduce
Steps to reproduce the behavior:
- Use RelayUnityTransport
- Build for iOS
Actual outcome
Requesting connection.
Environment (please complete the following information):
- iOS
- Unity Version: 2021.1.19
- Netcode Version: 1.0.0
- Netcode Commit: release/1.0.0
Additional context
It would seem like it wasn't able to allocate those 1300 bytes to cache the network config?