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Question by nicksam112 · Jun 25, 2014 at 07:20 PM · physicsrigidbodynetworkingmultiplayernetworkrigidbody

Multiplayer: The more that join the slower each character is

Hey everyone,

I've run into a strange problem. I'm making a small 4-8 multiplayer game using balls as the players. Now these balls are rigidbodies and I'm using the NetworkRigidbody script for network synchronization. Moving them consists of simply applying a force in a given direction in a FixedUpdate function.

The problem is that the more people join the game, the slower each player moves. It's in fact directly proportional, with only one player in game the max speed of character is 18 units/second, 2 players it's 9 u/s, 3 it's 6 u/s, and so on. The framerate remains constant the entire time.

Now I know it'll be pretty simple to rectify the symptoms of this problem, however I'm asking if anyone has any ideas what may be causing this. Any advice would be greatly appreciated and I can provide code on request. Thank you!

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avatar image Jeff-Kesselman · Jun 25, 2014 at 07:22 PM 0
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The first thing you should do is try to eli$$anonymous$$ate the networking as an issue. Create a stand alone version where you can add a player to the environment by hitting a key and see if you see the same slowdown.

If you do then its somwhere in your update processing for the player.

The other thing to do, if you have pro, is run the profiler.

avatar image nicksam112 · Jun 25, 2014 at 07:31 PM 0
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Looks like it only happens with networked players.

I know it's a bit of a longshot but any ideas what could be going on? The only possibility I could think of is the Network Rigidbody script but I've never seen this kind of issue with it before

avatar image omerDu · Dec 26, 2016 at 02:42 PM 0
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is there any solution?

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