Hi, I made a FPS multiplayer game building off of Mike Geig’s Merry Fragmas 3.0, using the Unity Network Lobby and following what Mike did in the videos. After finishing his videos I have a problem where if I run the game twice on the same computer, the player that hosts has 0 ping (obviously) however the player that connects has very high ping. I don’t believe this to be an issue on the computer as this has happened on other computers as well, and obviously the ping problem is much worse when it is not on the same computer. As a result players appear to teleport around when they move and the game is practically unplayable. Any help would be appreciated. Thanks!
I’ve noticed a very similar issue with my game. Are you certain that it’s a host vs client issue? I thought so originally too, but what it actually was was editor vs native app. The native app had no ping, but the one running from the editor was much slower. I assume that this is because while in the editor, it’s doing way more stuff to keep the editor itself up to date. I notice that this problem goes away completely when I remove the Unity editor from the test environment and use native apps only.
What do you consider “very high”? Also are you sure your computer is capable of running both at the same time without sluggishness?
No I run them both in the native app without the editor, thanks though.
Yes I am sure the computer is capable of running them both without sluggishness and the ping is around the 150 range, which causes a lot of teleporting and unplayability.
How much do you know about networking? If you type “ping localhost” into your command line, does it say something like “<1ms?” What else is your computer doing? Sometimes things go haywire in development because the computer just randomly decides to do something stupid. Common offenders are: Virus scanner, automated updates, disk cleanup, virtual ram swapping. Do you know how to use netstat and actually see how much traffic is going through your local network?