Hi everyone,
After upgrading my Unity Netcode for Entities package from 1.3.6 to 1.5.0, I started encountering this warning:
Expect client input loss, and a reduction in gameplay, physics, prediction and interpolation quality. Server Tick Batching should only occur in exceptional situations.
Server Tick Batching has occurred due to the server falling behind its desired `SimulationTickRate`. An average of 1.75 ticks per frame has been detected for the last ~4 frames.
I read the 1.5.0 package release notes and found this behavior-breaking change related to snapshot sending:
When even a single ghost is too large to fit into a snapshot packet, the number of send re-attempts is now capped at
GhostSystemConstants.MaxSnapshotSendAttempts(8 attempts), which means the snapshot packet size was increased 128x, likely causing heavy fragmentation. Also, a performance warning is now logged on each failed send attempt iteration whenNetDebug.LogLevelis set toLogLevelType.Debug. Furthermore, theGhostSendSystem.SerializeJob.GatherGhostChunksBatchstep will no longer be repeated, reducing overhead.
Hereβs what Iβve tried so far:
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Used the Network Snapshot Debugger β only 2 ghost types found, both under 60 bytes.
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Disabled all systems and removed all player ghost spawning β client connects to server but no ghosts instantiated.
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Confirmed only connection occurs, no gameplay or ghost spawning.
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Burst and Release mode enabled.
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Inspected snapshot sizes; no ghosts appear oversized.
Despite no ghosts being spawned and all gameplay systems disabled, the warning persists.
Are there known workarounds or debugging steps I can take to resolve or narrow down this warning?
Any advice or pointers for troubleshooting this would be highly appreciated.
Thanks!
Update:
To isolate the issue further, I created a brand new empty Unity project and installed Netcode for Entities 1.5.1 β without adding any ghost prefabs, systems, or gameplay logic. As soon as the client connects to the server, the **same warning still appears.
Additionally, after upgrading, I noticed that animation transitions stopped working correctly. Transitions that were previously smooth and responsive are now either not firing at all or behaving erratically, even though no animation-related code has changed on my end.**
This strongly suggests that the issue is not related to my specific project setup, but might be caused by internal changes or behavior in Netcode 1.5.1 itself.
