I have an older Unity Unet Game which i build 2 or 3 years ago and forgot about it. Now i wanted to show it to a friend but it does not work anymore. When i start the server as player1 in the editor i can see that player2 can join and no errors (using runtime build) occur in the console but player2 cant play, he seems stuck but i can see him in the hierarchy of the editor.

When i start the server as player1 in the runtime and try to join with player2 in the editor i can see that player2 has a playercontroller-id of -1 a network-id of 0 and also a scene-id of 0.

Is that because Unet is EoL or should it work and i just missed something?

I am using the old version 2018.3.0f2.

**Edit** I can still see the other player and can kill him but the other player simply seems to not take over the main camera. I have to investigate a bit further.

In the editor i got this error message:

    IndexOutOfRangeException: NetworkReader:ReadBytes out of range: (21440) NetBuf sz:41 pos:5
    UnityEngine.Networking.NetBuffer.ReadBytes (System.Byte[] buffer, System.UInt32 count) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkBuffer.cs:45)
    UnityEngine.Networking.NetworkReader.ReadString () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:305)
    Player_Controller.OnDeserialize (UnityEngine.Networking.NetworkReader reader, System.Boolean initialState) (at <811655ab22fa4c9c9e92117581e47a9e>:0)
    UnityEngine.Networking.NetworkIdentity.OnUpdateVars (UnityEngine.Networking.NetworkReader reader, System.Boolean initialState, UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:745)
    UnityEngine.Networking.ClientScene.ApplySpawnPayload (UnityEngine.Networking.NetworkIdentity uv, UnityEngine.Vector3 position, System.Byte[] payload, UnityEngine.Networking.NetworkInstanceId netId, UnityEngine.GameObject newGameObject, UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:499)
    UnityEngine.Networking.ClientScene.OnObjectSpawn (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:560)
    UnityEngine.Networking.NetworkConnection.HandleReader (UnityEngine.Networking.NetworkReader reader, System.Int32 receivedSize, System.Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:469)
    UnityEngine.Networking.NetworkConnection.HandleBytes (System.Byte[] buffer, System.Int32 receivedSize, System.Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:425)
    UnityEngine.Networking.NetworkConnection.TransportReceive (System.Byte[] bytes, System.Int32 numBytes, System.Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:576)
    UnityEngine.Networking.NetworkClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:754)
    UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:966)
    UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:1086)

Maybe you can explain what that error message says?

**Edit** I kind of fixed it by adding the following method to my networkbehavior

     public override void OnDeserialize(NetworkReader reader, bool initialState)
     {
         base.OnDeserialize(reader, initialState);
     }

but now lots of other bugs occur, when i kill my opponent points are not assigned and so on. Does this happen because of deprecated unet or am i just too dumb?

**Edit** I buildt the game using version 2018.3.11f1 which seems to have some differences to 2018.3.0f2. Using the correct minor version did the trick. I wonder that much has changed between these 2 minor change releases.