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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
it's not peer to peer.
PUN : you have a server that relay messages and connects every client to the others throught it.
Bolt : a client is also a...
I was curious how big networked games work, some are using the Ticks pattern to make them.
What I understand of this pattern is :
Hello, my solution doesn't work very well for pushing rigidbody.
You need a more sophisticated approach for that, like prediction/correction....
Hey, I have this for client side prediction : https://forum.unity.com/threads/unet-hlapi-ext.508607/ Look all component "Sycnhronizer" (like...
Thanks again for your very fast correction =).
An other question, I may have more than one speaker on the app, Is there a way to check...
Sent, Hope you can give me this fast =/ I can do nothing for the moment x)
Yes it's because my system is in French. So for us it's a ",".
However the pitch doesn't work with my modification, I don't know how really to...
With a lot of luck I found my solution.
In VoiceProviderWindows :
private static string prepareText(Model.Wrapper wrapper)
Nothing seems to work :
Yeah I think to, if you use Ticks like I explained (locked to the slower player) ECS will save you (because you can Tick your game when you want)....
I really don't understand the ticks approach.
What I understand : Server communicate ticks, ticks are just a "turn" of the game.
I read for ticks and 1500 archers.
It's used for RTS with many AI and full deterministics games. No more for fps, and whatever games that don't...
Many algorithm rely on deltaTime between server and client, example : Timer (haha basic...) or position synchronization...
If there is an other...
I looked for your timestamp approache, and find you use a ntp server.
This can't work on local network without internet no ?
Why don't provide a...
Hummm, would I have to put your work on my HLAPI, or wait for unity
Really I don't know ^^'
"101 players with 24% CPU usage, 0 packet loss, 0 networking issues, very low RAM usage."
Ok near 25% -,-
Enet and other solutions seems to lack a key feature for me :
Or I missed something ?
Oh yes, very bad :s
Was Enet your best choice right ?
I look for a replacement to Unet LLAPI, with exact same features. Don't care about HLAPI, I...
So... Time to shift on DarkRift for creating Games ?
Don't want to stay with Unet since it's deprecated, and no real information on new System....
You hit your maximum cpu calculation (25%), wich is not good for me. That's mean your LLAPI take the maximum availables resources.
Care about that.