Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Question Exploit on Uncapped web browser

Discussion in 'Web' started by roka, Apr 26, 2021.

  1. roka

    roka

    Joined:
    Sep 12, 2010
    Posts:
    589
    Hello everybody,

    I have discovered something when you uncap the frame rate of google chrome by doing "-disable-frame-rate-limit".

    If you play any webgl multiplayer game, made with Unity, PlayCanvas ect ..... When you start to fire with your mouse (mouse0) the network freeze and the players are not moving during a few secondes. It give an unfair advantage and give a really bad experience.

    This bug is only present in google chrome and i have already tried to report it but i think that i have badly explained the case and my perfect english do not help.

    It seem that if we assign a key (exemple U) for fire instead of the mouse click, the problem disappear.

    The only way to bypass this google chrome bug is to use :

    QualitySettings.vSyncCount = 1;
    Application.targetFrameRate = 60;

    but it give a bad experience to the payers (exemple 144hz monitor) + because of the message that give horrible lag :
    Report made by me on google chrome ==> https://bugs.chromium.org/p/chromium/issues/detail?id=1162922&q=component:Blink>WebGL

    Video that show you the problem (look when we fire, the player stop moving for a moment)

    Video 1 ==>


    Video 2==>


    I know, it's not an unity problem but it's the only place that can help me to solve this issue.

    If you have the time and if you can give them more informations or explain it better than me (https://bugs.chromium.org/p/chromium/issues/detail?id=1162922&q=component:Blink>WebGL), it will be really cool.

    Thank you and have a good day.
     
    Magiichan likes this.