The GameSimulation.FromBytes throws error.
The ToBytes method creates a native byte array. Then as the frame sync needed, the game will call the FromBytes.
How to reproduce? For testing purpose, replace the GGPORunner's constructor with the following code snipped:
LogGame("GGPOGame Created");
Name = name;
GGPO.SetLogDelegate(LogPlugin);
Game = game;
var bytes = Game.ToBytes();
Game.FromBytes(bytes);
UnityEngine.Debug.LogError("ToBytes -> FromBytes worked");
LogPlugin("GameState Set " + Game);
GameInfo = new GameInfo();
perf = perfPanel;
Here var bytes = Game.ToBytes() followed by Game.FromBytes(bytes) are only two lines of code added by us.
However, this error will occur when GGPO library invokes LoadFrame callback as well.

The
GameSimulation.FromBytesthrows error.The ToBytes method creates a native byte array. Then as the frame sync needed, the game will call the FromBytes.
How to reproduce? For testing purpose, replace the GGPORunner's constructor with the following code snipped:
Here
var bytes = Game.ToBytes()followed byGame.FromBytes(bytes)are only two lines of code added by us.However, this error will occur when GGPO library invokes LoadFrame callback as well.