Does Unet banwidth count include Unity’s header or any meta datas.
Or it just count for developer’s variable being sent via SyncEvent/ SyncVar.
If it not only count deverloper’s variable then how much Unity’s data it self include to my banwidth per message.
Of course they’ll count protocol headers, it’s all a part of the overall packet. Not sure on how big the headers are (you should be easily able to find them), but roughly 20-30 bytes I believe.
moco2k
August 19, 2016, 7:12am
3
Official explanation:
We’ve received a lot of questions regarding exactly how Relay server tracks bandwidth used per game, and in today’s server update we’ve rewritten that logic to be as fair as possible to help address any disconnect issues people encounter due to...
Reading time: 4 mins 🕑
Likes: 27 ❤
Discussion related to header bandwidth consumption:
Hey, optimization of bandwidth consumption is an essential issue for multiplayer games. Unfortunately, I have not found a documentation of the bandwidth consumptions / overheads of UNET HLAPI features such as ClientRPC, Command and SyncVar. ...
Reading time: 1 mins 🕑
Likes: 4 ❤
Bandwidth measurement request:
Hey, for multiplayer games which use UNET matchmaking relay servers, we have to pay for consumed bandwidth. So, optimization of bandwidth consumption is a top priority issue. In the analytics metrics, however, I have not found a metric which shows...
Reading time: 1 mins 🕑
Likes: 4 ❤
It’s all there.
1 Like