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SyncListFloat compiler lockup in 2017.1

Discussion in 'Multiplayer' started by JohnMOlsen, Jul 13, 2017.

  1. JohnMOlsen

    JohnMOlsen

    Joined:
    Oct 26, 2016
    Posts:
    1
    How to lock up the Unity compiler in one easy step. Create this script in a new project. You don't need to attach it to anything. This didn't lock up in 5.4 or 5.6. Any idea if there might be a way around this? We really want to derive our own custom net behavior from the base class, and have lots of uses for SyncLists.

    Code (CSharp):
    1.  
    2. using UnityEngine.Networking;
    3.  
    4. public class MyScript : MyNetBehaviour
    5. {
    6.     // Uncomment this to lock up during compile.
    7.     // Comment it out to compile without problems.
    8.     // Doesn't make a difference if you declare it null here and instantiate in Start.
    9.     SyncListFloat m_NetCableTensions = new SyncListFloat();
    10.  
    11.     void Start()
    12.     {
    13.     }
    14.  
    15.     void Update()
    16.     {
    17.     }
    18. }
    19.  
    20. public class MyNetBehaviour : NetworkBehaviour
    21. {
    22. }
    23.