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fix: Error when using 'Use Encryption' with secure Relay #2289

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Nov 4, 2022
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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
### Fixed

- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
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Original file line number Diff line number Diff line change
Expand Up @@ -1441,7 +1441,7 @@ public void CreateDriver(UnityTransport transport, out NetworkDriver driver,
{
if (m_ProtocolType == ProtocolType.RelayUnityTransport)
{
if (m_RelayServerData.IsSecure != 0)
if (m_RelayServerData.IsSecure == 0)
{
// log an error because we have mismatched configuration
Debug.LogError("Mismatched security configuration, between Relay and local NetworkManager settings");
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