Hi, i am working on a racing game and i implemented multilayer and used unity,s master server. This game is for iphone actually. i start facing huge lags/jitter as speed increases i have also used interpolation and extrapolation also tried reliable delta compressed and unreliable but no luck.
can anybody tell me how can i overcome this lag issue? any help will be really appreciative.
thanks
1 Answer
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This is some stupid Unity issue and I don’t know why there’s no solution on every questions I found on the internet, now I’m very frustrated.
I’m doing a racing game probably same as you mentioned, not much 3D objects, but their position need to be translated. and I have a conclusion which the problem is on Time.deltaTime. There’ so many questions about this LAG ISSUE they’re facing when they tried to use Translate, or Transform.position, yet all of the questions do not have the satisfying answer. The problem should be eliminated ASAP, because this is a very “easy” question.
I do hope that some Unity experts can answer for US about this.
Anyone???
– anon86311059i have the same problem, haven't figured out the problem yet
– TheDarkVoid@muhammed, hello, you would have to explain your problem in much more detail. at the moment we know nothing. we do not even know if your objects are physical or kinematic !
– FattieI would firstly advise that this is something you need to do with RPC not with standard networkViews. You need high speed transmission of data and you will need small packets of data. You will probably need to simulate a part of the physics of the vehicle on the remote players and send data like - the player is pressing the throttle, the player is pressing the brake, the player is steering like this - then you can extrapolate better than just trying to add on the current velocities. It's still going to be very hard.
– whydoidoit