For the complete documentation index, see llms.txt. This page is also available as Markdown.

Troubleshooting

Fixing common multiplayer issues

Solutions to common problems with networked state machines.

Nodes Not Syncing

Problem: Nodes don't execute on other clients.

Checklist:

  • Verify the networking module is installed correctly

  • Check that Network Settings are configured on the node

  • Ensure the PhotonView/NetworkObject is on the same GameObject

  • Verify the client is connected to the network

Desync Issues

Problem: Clients show different states.

Causes:

  • Non-deterministic logic (random values, time-based conditions)

  • Different state machine asset versions

  • Race conditions in transition logic

Solutions:

  • Use seeded random with a synced seed

  • Ensure all clients have the same asset version

  • Add proper synchronization points

Late Join Issues

Problem: Players joining mid-game have incorrect state.

Solutions:

  • Store important state in synced variables

  • Use the current node state, not transition history

  • Initialize UI based on current variable values

Performance Problems

Problem: Game slows down with many networked state machines.

Solutions:

  • Reduce the number of networked nodes

  • Use Run on Master for heavy AI calculations

  • Sync results instead of processes

  • Batch actions into fewer nodes

RPC Errors

Problem: "RPC target not found" or similar errors.

Causes:

  • PhotonView/NetworkObject not properly set up

  • Target client disconnected

  • Incorrect authority settings

Solutions:

  • Verify network components are on the same GameObject

  • Add null checks for disconnected clients

  • Review authority configuration

Network Settings Not Appearing

Problem: Can't see network settings in node inspector.

Solutions:

  • Verify Fusion Module or Photon Module 2 is installed

  • Restart Unity after installing the module

  • Check for console errors during import

Ownership Issues

Problem: Nodes running on wrong client.

Checklist:

  • Verify PhotonView ownership is correct

  • Check NetworkObject authority settings

  • Ensure Run on Owner is set for player-specific logic

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