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1 parent b045a3a commit fbfcaf0

2 files changed

Lines changed: 6 additions & 3 deletions

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com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
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#if COM_UNITY_MODULES_PHYSICS && COM_UNITY_MODULES_PHYSICS2D
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
@@ -236,4 +236,4 @@ protected override IEnumerator OnTearDown()
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}
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}
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}
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#endif // COM_UNITY_MODULES_PHYSICS
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#endif // COM_UNITY_MODULES_PHYSICS && COM_UNITY_MODULES_PHYSICS2D

com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportConnectionTests.cs

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -429,7 +429,10 @@ public IEnumerator ServerDisconnectWithDataInQueue()
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}
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// Check client disconnection with data in send queue.
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[UnityTest]
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// Excluded on iOS: sending Unreliable data then immediately disconnecting is a race on slow
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// iOS CI devices (the unreliable packet can be dropped), so it flakes with a "Timed out while
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// waiting for network event" even after raising the mobile timeout. Tracked by MTT-15433.
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[UnityTest, UnityPlatform(exclude = new[] { RuntimePlatform.IPhonePlayer })]
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public IEnumerator ClientDisconnectWithDataInQueue()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);

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