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Resolved Artificial latency not working for me

Discussion in 'Netcode for GameObjects' started by CosmoM, Feb 6, 2022.

  1. CosmoM


    Oct 31, 2015
    I'm trying to test the effect of latency by introducing artificial latency between my editor build and my development build on the same machine. In the editor I've set a 120ms delay in the Simulator Tools menu, and for the build I added the following in the NetworkManager's OnEnable (from the documentation):

    Code (CSharp):
    2. UnityTransport.ClientPacketDelayMs = 120;
    3. UnityTransport.ClientPacketJitterMs = 5;
    4. UnityTransport.ClientPacketDropRate = 3;
    5. #endif
    However, neither of these seems to be effective. When I test the latency by having the client send its localtime via ServerRpc, then back via ClientRpc and compare it to the current localtime, it shows that it only takes 10-20ms for a round-trip. What am I doing wrong?

    EDIT: Solved, turns out I was using UNet Transport instead of Unity Transport.
    Last edited: Feb 8, 2022