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[Release] Time / frame number synchronization

Discussion in 'Multiplayer' started by e199, May 28, 2019.

  1. e199


    Mar 24, 2015
    The project keeps time in sync between server and client. Both sides know how many ticks were performed at a certain time.

    The algorithm can survive through ping spikes and bad network conditions. For simplicity, the server supports only one client.

    Time synchronization is needed when you want to make advanced simulation synchronization.

    nxrighthere, TwoTen and Dareheim like this.