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synchronizing at a different rate

Discussion in 'Multiplayer' started by llavigne, Jan 29, 2008.

  1. llavigne

    llavigne

    Joined:
    Dec 27, 2007
    Posts:
    977
    The player GO does need frequent synchronization of transform but not the probes he launches which can synch half of the time or even less.
    I understand that synch frequency is a project wide setting. Are there methods to lower the synch frequency of specific network viewers ?
     
  2. larus

    larus

    Unity Technologies

    Joined:
    Oct 12, 2007
    Posts:
    277
    It's not built in at the moment, but it is a nice idea though :)

    You could do a workaround for it to ensure fewer network transmissions. You would put the data of your probes in a specific variable(s). Sync those variables in a script using OnSerializeNetworkView. Set the network view watching the script to ReliableDeltaCompressed. Now, the variable(s) are only synched when they change, so if you make a coroutine which ensures the variable(s) are only "updated" 5 times per second or whatever, you will ensure that they are network synchronized a maximum of 5 times per second.
     
  3. llavigne

    llavigne

    Joined:
    Dec 27, 2007
    Posts:
    977
    Wow!
    I will wait for an update on your side
    In the meantime only play on gigabit. :D