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Question by black843 · Nov 30, 2014 at 11:38 AM · lagrpcstate synchronization

RPC calls or Networkview State Synchronization

Hey!

I got a general problem. I would like to synchronizate rotation and the position of the objects. Now, I have two Options.

  1. Working with RPC calls

  2. Use the simple state synchronization

What I would like to know now... Which option is the best ? and do you also have problems with lags if you use state synchronization ???

Thanks for each answer ;)

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Answer by YoungDeveloper · Nov 30, 2014 at 11:49 AM

It depends on the game, you should use RPC for non frequent tasks, like for example chat messages. State synchronization should be used on heavy sync loads only, like character movement which isn't binded to specific movement tiles. State synchronization doesn't laag, it simply cant sent data packets at constant speed, some packets come in faster, some slower. You will have to write interpolation, which will smooth out movement path. For start you can use Vector3.Lerp() which will smooth it out quite a bit, but that's not a very serious solution.

Let me give you one last example. You are controlling first person character, which movement is sent by state synchronization. When you crouch, you send RPC telling other client that your movement type has changed, same with the stand up.

If you would make something like League of Legends type of movement, then state synchronization wouldn't be needed at all. You simply send RPC about click point. You represent rest on each client.

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avatar image black843 · Nov 30, 2014 at 12:49 PM 0
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I want to controll my tank. I got it now smooth with RPC$$anonymous$$ode.AllBuffered, but if the Player is the child of the tank and a new Player connects the tank is not updated right. But the tank is using state Synchronisation. I hope you can help me there! :D

avatar image YoungDeveloper · Nov 30, 2014 at 12:58 PM 0
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You asked about differences in two, i gave you quite a solid answer. How do you want me to help you, write game for you? I wouldn't use buffering, movement synchronization should be overwhel$$anonymous$$g other clients with udp packets, nothing more.

avatar image black843 · Nov 30, 2014 at 03:25 PM 0
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a sub-Gameobject caused these problems. Without its synchroisation is smooth ;) thanks Generally, thanks for your advice!

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