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Description
Description
If there are more than 58 variables in the animator, an error appears when connecting the second player. Also, if the variables are less than 58, then there are no errors.
Error: [Netcode] Player(Clone) threw an exception during synchronization serialization, this NetworkBehaviour is being skipped and will not be synchronized!
Reproduce Steps
- Create a project in Unity 6 preview.
- Install "Netcode for GameObjects 2.0.0" and "Multiplayer Play Mode 1.3.0" from the Package Manager.
- Create an object and attach the "Network Manager" component, select "Unity Transport" in the Network Transport.
- Create Player prefab and connect the following components to it: "Animator", "Network Object", "Network Transform", and "Network Animator", and then connect "Animator" to "Network Animator". Then in the "Animator" component create more than 59 variables.
- Attach the created prefab to the object with the "Network Manager" component and create a script for hosting and connection.
- Then host on the first one, and connect on the second one
- After connecting the client, an error will appear on the host side
Actual Outcome
On the client side, the host character does not display animation correctly.
And the host gets an error in the console
Expected Outcome
The animation is displayed correctly when connected, if the variables in the animator are less than or equal to 58, then everything is displayed correctly
Screenshots
Character animation when an error occurs:

Character animation when there is no error:

Environment
- OS: Windows 11 Pro (Version: 23H2; Build: 22631.4169)
- Unity Version: 6000.0.22f1
- Netcode Version: Netcode for GameObjects 2.0.0; Multiplayer Play Mode 1.3.0
Additional Context
A project with an example of an error:
https://github.com/Royal2022/TEST-ERROR-PROJECT.git
