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facing lag/jitter issues in multiplayer game.
Hi, i am working on a racing game and i implemented multilayer and used unity,s master server. This game is for iphone actually. i start facing huge lags/jitter as speed increases i have also used interpolation and extrapolation also tried reliable delta compressed and unreliable but no luck.
can anybody tell me how can i overcome this lag issue? any help will be really appreciative. thanks
i have the same problem, haven't figured out the problem yet
@muhammed, hello, you would have to explain your problem in much more detail.
at the moment we know nothing. we do not even know if your objects are physical or kinematic !
I would firstly advise that this is something you need to do with RPC not with standard networkViews. You need high speed transmission of data and you will need small packets of data. You will probably need to simulate a part of the physics of the vehicle on the remote players and send data like - the player is pressing the throttle, the player is pressing the brake, the player is steering like this - then you can extrapolate better than just trying to add on the current velocities. It's still going to be very hard.
Answer by felixwcf85 · Oct 01, 2012 at 03:47 PM
This is some stupid Unity issue and I don't know why there's no solution on every questions I found on the internet, now I'm very frustrated.
I'm doing a racing game probably same as you mentioned, not much 3D objects, but their position need to be translated. and I have a conclusion which the problem is on Time.deltaTime. There' so many questions about this LAG ISSUE they're facing when they tried to use Translate, or Transform.position, yet all of the questions do not have the satisfying answer. The problem should be eliminated ASAP, because this is a very "easy" question.
I do hope that some Unity experts can answer for US about this.
what the heck are you talking about ?
f you have some SPECIFIC, CLEAR problem, let everyone know! with full details.
networking program$$anonymous$$g is very difficult. some people never master it, and if you do it can take years. normally it's done by professional engineers (not hobbyists) with decades of experience. unity makes RT networking as easy as could possibly be - but it's hardly easy.
unity's system works very reliably, I see no problems and can get all the same results as systems that start with raw networking code
Time.deltaTime is categorically not the issue.
There is no harder game to write multi-player networked than a car racing game. The lag issue is in the network not in Unity - extrapolation and interpolation of fast moving objects with rapid velocity changes is extremely difficult to make look right.
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