The error was at
tno.SendQuickly (9, Target.All, v, mX, h, jump);
This one I resolved by always having my input controls enabled. While before I enabled it if tno.ismine. Now, I just disable it at if !tno.ismine when a player spawns in.
I think someone mentioned before that tno.SendQuickly is supposed to default to tno.Send if there is no UDP. It doesn't in this case, and it has never worked for me. I had to change tno.SendQuickly to tno.Send for my controls to work again.
I also have another TNObject.RebuildMethodList () issue here with a Null reference. Error as follows:
16777214 0 BackPackEnableCall
Object reference not set to an instance of an object
at TNObject.RebuildMethodList () [0x00029] in /Users/PC 5/Assets/TNet/Client/TNObject.cs:424
at TNObject.Execute (System.String funcName, System.Object[] parameters) [0x0002a] in /Users/vaughncarpenter/Documents/HorseArcherPC 5/Assets/TNet/Client/TNObject.cs:349
at TNObject.FindAndExecute (UInt32 objID, System.String funcName, System.Object[] parameters) [0x00013] in /Users/PC 5/Assets/TNet/Client/TNObject.cs:392
at TNManager.OnForwardedPacket (System.IO.BinaryReader reader) [0x00022] in /Users/vaughncarpenter/Documents/PC 5/Assets/TNet/Client/TNManager.cs:1180
UnityEngine.Debug:LogError(Object)
TNManager:OnForwardedPacket(BinaryReader) (at Assets/TNet/Client/TNManager.cs:1184)
TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:854)
TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:791)
TNManager:Update() (at Assets/TNet/Client/TNManager.cs:1194)
The error message ends there. As far as I can tell, it doesn't say where the null reference is.
The code in question, I suspect is here. But, all my debug.Logs return a value, so I am not sure why there would be a null reference.
public void UpdateBackPack() {
//string bckname = PlayerEquipment.currentBackPack.Name;
Debug.Log (bckname);
Debug.Log (tno);
Debug.Log (backPacks.Count);
for (int loop = 0; loop < backPacks.Count; loop++ ) {
Debug.Log (backPacks[loop]);
}
if (tno.isMine)
tno.Send ("BackPackEnableCall", TNet.Target.AllSaved, bckname);
}
[RFC]
public void BackPackEnableCall(string bckname) {
// Debug.Log ("inside rfc");
for (int loop = 0; loop < backPacks.Count; loop++ ) {
backPacks[loop].SetActive (false);
}
for (int loop2 = 0; loop2 < backPacks.Count; loop2++ ) {
if (backPacks[loop2].name == bckname) {
backPacks[loop2].SetActive (true);
}
}
}
Thoughts? I have been using tnet a long time. Maybe something is conflicting with what worked before, but its hard to tell. This used to work. I haven't touched the above code in several months.
How do i troubleshoot error messages like the one I listed?
Thanks for the response.