Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

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:
    274
    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