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Description
MultiplayerCore Version and Download Source
MultiplayerCore 1.1.0 build from Github
Your Platform
PC/Steam
Describe the bug
When you have more than the default of 5 players in a lobby, some players will not have track lights during gameplay. They'll turn on and look normal during the countdown, but then turn off when the level begins.
Most notably, the local player's lights can also turn off.
To Reproduce
- Play on a 3rd party server like BeatTogether with > 5 slots
- Start gameplay with > 5 active players
- Wait for countdown to complete
Expected behavior
Gameplay track lights don't turn off for anyone.
Log
The game does throw a (possibly unrelated) exception when this happens, although this happens before the lights actually turn off:
[INFO @ 23:54:59 | ServerBrowser/BssbDataCollector] Multiplayer song started (sessionGameId=519546b0-0c2e-497d-9908-dc8bde767c8f, localPlayerSyncState=InSync)
[WARNING @ 23:55:00 | UnityEngine] Didn't find distance for 10 number of players, using default
[INFO @ 23:55:00 | MultiplayerMirror/HologramMirror] Multiplayer layout was determined (MultiplayerPlayerLayout=Circle)
[CRITICAL @ 23:55:01 | UnityEngine] IndexOutOfRangeException: Index was outside the bounds of the array.
[CRITICAL @ 23:55:01 | UnityEngine] MultiplayerLocalActiveCenterRingLightsController.Resize () (at <72bbc78157f343f28eb32d37b9e6fc26>:0)
[CRITICAL @ 23:55:01 | UnityEngine] MultiplayerLocalActiveCenterRingLightsController.TryResize () (at <72bbc78157f343f28eb32d37b9e6fc26>:0)
[CRITICAL @ 23:55:01 | UnityEngine] MultiplayerLocalActiveCenterRingLightsController.HandleSpawnCenterDistanceWasFound (System.Single spawnCenterDistance) (at <72bbc78157f343f28eb32d37b9e6fc26>:0)
[CRITICAL @ 23:55:01 | UnityEngine] MultiplayerLocalActiveCenterRingLightsController.Start () (at <72bbc78157f343f28eb32d37b9e6fc26>:0)
Screenshots/Video
Gameplay scene with 10 active players (bots). Lights are on during countdown (Ready/Set/Go):

When the level begins properly and notes start spawning the lights turn off on some of the tracks, including the local player's:

Additional context
- Tested without MultiplayerExtensions installed.
- Observed on both BeatTogether live + BeatDedi dev.