Patrick Seeman
Patrick Seeman
I have also encountered this issue, on one of my network variables `NetworkVariable` Exception occurs every frame after assigning a value to the variable Unity 2021.3.38f1. My code works fine...
I am still trying to fix this issue, any solutions? I can't delete the parse folder because I need the files for firebase
After further analysis, it appears that my lag is coming from too many client RPC calls. When I have 8 players or so, each time they play an attack (which...
Also, this problem occurs whether using the new [Rpc] attribute or the legacy [ServerRpc] and [ClientRpc] attributes
Updating this issue as I have progressed in development in our game When we are the **host**: - **NetworkPreUpdate** takes 15-20% of frame time (14-20 avg ms). - Most of...
After switching our scripts to mainly use network variables instead of RPC calls wherever possible, performance is better, however it's still not ideal. I attached a picture of the profiler...
Oh god you're a lifesaver! This combined with a network prefab object pooling implementation will make our game run super smooth on android
Adding to this as I've tried to make a network debug overlay in game similar to what Counter Strike has. (these apply to NGO 1.8.1, and I'm using the UnityTransport)...
This is absolutely possible with custom scene management. I am currently using it in my project https://docs-multiplayer.unity3d.com/netcode/1.11.0/basics/scenemanagement/scene-management-overview/