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Unity networkview bandwidth
Unity networkview bandwidth










I have submitted bug reports, but sounds like they have no plans to investigate them now that Unity 4 is out - unless I can prove that the issues still exist in Unity 4, which we are not using at this point. Not ideal, but at least it gets things working in a more or less playable state. I've worked around it by detecting likely bad timestamps, and just assuming the time is a few hundred milliseconds old in those cases. Without any interpolation, the movement will appear very laggy and jerky, as positions are sent a fixed number of times per second (15 by default in Unity Networking) in order to save on bandwidth, so snapping to the position 15 times per second will look jerky. One problem we still struggle with is that all Network timestamps that pass through a proxy get messed up. MRB-ChangeList.txt lists all the fixes I've made. You should just be able to extract over the top of the normal 2.0.1f1 distribution files. It only includes the files I've modified. Very frustrating.Īnyway, I've attached a zip with all of my proxy server fixes. And I've heard nothing on whether they intend to roll out official fixes for any of these problems. The issues are still there in 2.0.1f1, as that's the release I started with. I didn't actually realize I could attach files to forum posts. I will continue to narrow down the problem to a light&simple unity project, but in the meantime, has anyone experienced this ? I am really clueless on this one, as everything works out of the box with NAT / direct connection.Ĭlick to expand.Sure thing. Frame processing times Memory efficiency Texture memory bandwidth usage. No error in the logs, either on the client, server, or even proxy server. Integrate asset delivery (Unity) Target texture compression formats. There are just randomly (and silently) dropped calls. This script will also be associated to a NetworkView component. The client is not disconnected though : the network continues to work. Unity is a development environment that supports 2 major development assets, the unity. The problem never occurs when connected through NAT or connected directly.īy missed RPC calls, I really mean missed : with Debug.Logs everywhere, the client makes it to the networkView.RPC, but the server does not receive anything. The game server is the only one behind the proxy the client connect via the proxy address. Well, if I need to sync transformation and send RPC at the same time I set the networkView to RPC mode and send all the info I want in one RPC function, I can't send transform directly due to RPC argument type limitation but I send the position and rotation and make the receiver object translate to this position and rotate. I also tried different port ranges for the proxy server.

unity networkview bandwidth

I tried to put the proxy on different servers and datacenters, but the problem always occurs. Has anyone already experienced problems with RPC calls via the Unity proxy server ? I keep getting missed RPC calls when using the proxy.












Unity networkview bandwidth