This one has me stumped.
I'm using the UNET LLAPI with Unity's Match Making service. During gameplay, if one user does a dirty disconnect this is what happens:
1) In console, first I get this with no stack trace
2) then the host receives the timeout
3) OnDisconnect is fired on the host
4) Then I repeatedly receive these two log errors...
NetworkTransport.Send Error: val > 0 on disconnect
I'm using the UNET LLAPI with Unity's Match Making service. During gameplay, if one user does a dirty disconnect this is what happens:
1) In console, first I get this with no stack trace
4) Then I repeatedly receive these two log errors...
NetworkTransport.Send Error: val > 0 on disconnect