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Checking LatencySimulation.cs: looks like #if DEBUG is enabled in Unity editor.
I removed that #if DEBUG part so it uses regular send.
Still get the same error though.
Hey guys,
when using Lidgren master in Unity 2019.4 LTS I get the following error when calling client.Connect:
"Failed to send packet: System.Net.Sockets.SocketException (0x80004005): Invalid arguments
at System.Net.Sockets.Socket.SendTo (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags, System.Net.EndPoint remoteEP) [0x00082] in :0
at Lidgren.Network.NetPeer.ActuallySendPacket (System.Byte[] data, System.Int32 numBytes, System.Net.IPEndPoint target, System.Boolean& connectionReset) [0x000bc] in /Users/qwerty/x/dev/project_DOTSNET/RepositoryDOTS/Assets/DOTSNET/Scripts/ECS/Transport/Transports/Lidgren/Lidgren_2020-07-13/NetPeer.LatencySimulation.cs:164 "
It happens both when a server is running, and when a server isn't running.
I dropped Lidgren in as source code, not as DLL.
Anyone knows what might be causing this?
I can't be the only one using Lidgren in Unity?
Thanks :)
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