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Bug Low ClientServerTickRate can fail to connect

Discussion in 'NetCode for ECS' started by BackgroundMover, Jul 1, 2023.

  1. BackgroundMover

    BackgroundMover

    Joined:
    May 9, 2015
    Posts:
    209
    Maybe this belongs in the broader netcode forum

    I realize these values are unusually low, but if they are unsupported maybe we could be given an error message

    //Fail to connect
    ClientServerTickRate.SimulationTickRate = 4;
    ClientServerTickRate.NetworkTickRate = 4;

    //Connection success
    ClientServerTickRate.SimulationTickRate = 5;
    ClientServerTickRate.NetworkTickRate = 5;

    //Connection success
    ClientServerTickRate.SimulationTickRate = 8;
    ClientServerTickRate.NetworkTickRate = 4;
     
  2. NikiWalker

    NikiWalker

    Unity Technologies

    Joined:
    May 18, 2021
    Posts:
    224
    Hey BackgroundMover!

    Here is good! :)

    I'm actually not finding that issue myself. I can connect with 4,4, although I do get RPC warning spam due to the reliable send queue being overloaded. Switching the ReliableQueue's WindowSize to 64 does seem to break netcode (a new bug!).

    1,1 also seems to connect just fine (although it highlights the interpolation bug where ghosts begin their interpolation from 0,0,0, but that's a known issue).

    What netcode version are you on?
     
  3. BackgroundMover

    BackgroundMover

    Joined:
    May 9, 2015
    Posts:
    209
    Hi, I am using Netcode For Entities 1.0.12
    I sent collaborator access over github to the WebGLRelay repo, or I can upload the project through the normal bug report process if thats better. You should be able to just pull it and switch the build target to WebGL, and see that the currently set low tickrate (3 is failing, but now 4 is working??) fails to connect. Or change it in
    SetNetworkRate.cs and see it does connect.

    However it only seems to fail in editor, a webgl build connects fine. So its not a big deal, but still strange