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UNET Rpc Order

Discussion in 'UNet' started by jeffev, Nov 19, 2015.

  1. jeffev

    jeffev

    Joined:
    Mar 24, 2015
    Posts:
    11
    Hello,

    I have a situation where I need to send about 20-30 consecutive Rpc functions. I am noticing they are not being executed in order, I am seeing like 1,2,3,4,8,9,5,6, etc.

    I have them setup as reliable. Is there anything I can do to guarantee they will be received in the order they were sent? Is this a bug?

    Thanks!
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    From http://blogs.unity3d.com/2014/06/11/all-about-the-unity-networking-transport-layer/ and in the docs: http://docs.unity3d.com/ScriptReference/Networking.QosType.html and is also available on http://docs.unity3d.com/ScriptReference/Networking.NetworkManager.html

    ReliableSequenced perhaps since reliable is only reliable in any order. It's not a bug, but you have to explicitly choose what channel you'd like to send data on. A typical networked game has many different kinds because one size does not fit all.
     
  3. jeffev

    jeffev

    Joined:
    Mar 24, 2015
    Posts:
    11
    Exactly what I was looking for! Thanks!