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. The Component data that will be sent across the network This uses more bandwidth. Not ideal, but at least it gets things working in a more or less playable state. in Unity 2018.2 and above.ownload the latest ARCore SDK for Unity. As part of Unity's network function settings, you can choose to simulate a slower Internet connection to test your game as a user experience in low bandwidth areas. I've worked around it by detecting likely bad timestamps, and just assuming the time is a few hundred milliseconds old in those cases. As part of Unity's Networking feature set, you can choose to emulate slower internet connection speeds to test out your game experience for users in low-bandwidth areas. 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. No error in the logs, either on the client, server, or even proxy server. There are just randomly (and silently) dropped calls. The client is not disconnected though : the network continues to work. 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. I also tried different port ranges for the proxy server. I'll need to get back to those tools later, it was not 'just three clicks and tada' as I hoped. I tried Microsoft Message Analyser, Wireshark and NetBalancer. I tried to put the proxy on different servers and datacenters, but the problem always occurs. I tried external analysis tools, but getting the byte/s sent around between Unity clients and server seemed to be a more complex task than I expected. Has anyone already experienced problems with RPC calls via the Unity proxy server ? I keep getting missed RPC calls when using the proxy.
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