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Is Network.time Syncronized with other peers on the network
Basicly im trying to find out if Network.time will return the same value on diffrent machines when there connected.
Im useing it to sync the movement of terrain features in my game so i dont have to send data constantly.
Up till now i've been testing it localy useing 127.0.0.1 loop back ip, the editor, and a standalone. everything works correctly, levels sync up perfectly without issue.
But i just tested it with two seperate machines and the levels compleatly desynced
I've looked through API but i was hopeing someone might have a better idea of what Network.time actualy is and if im useing it correctly.
Update: ok so i've created a test project and it seems that Network.time is specific to the machine and not the same across all connected machines
heres some output i got (client rpc's its network time then server prints both out)
Server:1139607.914 Client:14917.03 Diffrence:1124690.884
Server:1139919.228 Client:15228.36 Diffrence:1124690.868
Server:1140002.507 Client:15311.64 Diffrence:1124690.867
watching them count up though though they do seem to be counting up in sync even if the values are diffrent so i may be able to save there value on network.Instantiate then do Network.time-initalTime to get the same value on both machines.
not sure if that will work i'll have to run some more tests if anyone knows more about what Network.time actualy is that would be realy helpful
Update: found some more info here http://forum.unity3d.com/threads/55149-Synchronising-Network.time
Update: tried implementing the JS networkSyncTime from the above example which works abit however seems to only update the time value every 2 seconds on the clients resulting in very jerky movement on clients as the time update isn't smooth. going to look into rewriteing it to smooth it out.
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