5.2 KiB
🛑 DO NOT FILE — WITHDRAWN 2026-05-31. This was not an engine bug. A clean, fresh Unity
6000.6.0a6project (../Local Reference, a full Netcode-for-Entities framework) runs netcode fine on the same alpha. The failure was specific to Project M's environment (in-place 6.4→6.6 upgrade + embedded Entities-1.xcom.rukhanka.animationpackage + default driver/AutoConnect path). SeeDocs/VaultDR-002 → "Correction". Kept only as a record of the investigation.
Unity Bug Report — Netcode for Entities / Unity Transport (6000.6.0a6)
Copy-paste into the Unity Bug Reporter (Help ▸ Report a Bug) or the Unity Discussions/issue tracker. Captured 2026-05-30 from Project M. Background: DR-002_Unity66_Alpha_Netcode_Transport.
Title: [Netcode for Entities] In-editor client↔server connection never establishes — Unity Transport throws Trying to access an invalid wrapped network interface every frame (6000.6.0a6)
Package(s): Netcode for Entities com.unity.netcode 6.6.0 · Unity Transport com.unity.transport 6.6.0
Severity: Blocker — no Netcode-for-Entities connection can be established in the Editor; networked play is unusable.
Unity version: 6000.6.0a6
Re-resolved package versions on this editor:
com.unity.netcode6.6.0com.unity.transport6.6.0com.unity.entities/com.unity.collections/com.unity.entities.graphics6.5.0com.unity.physics6.5.0com.unity.burst1.8.29 ·com.unity.mathematics1.4.0
Environment: macOS (Apple Silicon), OSXEditor, URP 17.6. In-Editor (not batch mode).
Description
Any standard Netcode-for-Entities setup that creates a ServerWorld + ClientWorld and auto-connects (the default ClientServerBootstrap with AutoConnectPort set, RequestedPlayType = ClientAndServer) fails to ever establish a connection in the Editor. The client creates a NetworkStreamConnection entity, but the server never accepts it and no NetworkId is ever assigned to either side.
Every frame, the Console floods with:
Exception thrown in a managed function called from unmanaged code:
System.InvalidOperationException: Trying to access an invalid wrapped network interface.
When the Jobs Debugger is enabled, this is accompanied by a cascade of dependency-safety exceptions across Unity Transport's internal layered-driver jobs, e.g.:
InvalidOperationException: The previously scheduled job NetworkDriver:UpdateJob writes to the
Unity.Collections.NativeList`1[...]. You are trying to schedule a new job
SimpleConnectionLayer:ReceiveJob`1 / SequenceReorderingLayer:ReceiveJob / TopLayer:CompleteReceiveJob /
AnalyticsLayer:AnalyticsJob / BottomLayer:ClearJob / RpcSystem:RpcExecJob ...
To guarantee safety, you must include NetworkDriver:UpdateJob as a dependency of the newly scheduled job.
and subsequently:
[Netcode] Server Tick Batching has occurred due to the server falling behind its desired SimulationTickRate ...
Disabling the Jobs Debugger (JobsUtility.JobDebuggerEnabled = false) removes the dependency-safety exceptions, but the Trying to access an invalid wrapped network interface error persists and the connection still never forms — so the invalid network interface is the root cause, independent of the safety checks.
Steps to reproduce (minimal — no gameplay content required)
- New project on 6000.6.0a6; add
com.unity.netcode(6.6.0; Entities 6.5.0 / Transport 6.6.0 resolve automatically). - Add this bootstrap (the only script needed):
using Unity.Entities; using Unity.NetCode; using UnityEngine.Scripting; [Preserve] public class TestBootstrap : ClientServerBootstrap { public override bool Initialize(string defaultWorldName) { AutoConnectPort = 7979; // in-editor auto-connect (ClientAndServer, IPC) CreateDefaultClientServerWorlds(); return true; } } - Open any scene — an empty scene (camera + light only; no SubScene, no ghosts, no systems) is sufficient.
- Enter Play Mode.
Expected
The in-process client connects to the server over IPC; the server assigns a NetworkId; a NetworkStreamConnection is established on both worlds. No Transport exceptions.
Actual
No connection forms.
ServerWorld: 0NetworkStreamConnection, 0NetworkId.ClientWorld: 1NetworkStreamConnection, 0NetworkId.- Console floods every frame with
Trying to access an invalid wrapped network interface(plus Transport job-safety exceptions when the Jobs Debugger is on).
Frequency
100% reproducible. Occurs with zero gameplay content (empty scene + the bootstrap above), confirming it is not project-specific.
Regression / likely cause
- Netcode for Entities + Unity Transport are transitioning to built-in Core packages (since 6000.5.0a7), which renumbered them into the 6.x editor line.
- The 6000.6.0a5 changelog states Netcode snapshots were reworked to use Unity Transport's "unreliable sequenced pipeline" — the same
SequenceReorderingLayer/ layered-driver path that throws here. The regression appears to coincide with that rework.
Known-good baseline
The same setup works on Unity 6.4.x (Netcode for Entities 1.13.2 / Unity Transport 2.7.2).