RuntimeNetworkStatsMonitor upstream rate keeps increasing every time entering playmode

I just observed a weird behavior in my bandwidth test with NetworkRuntimeStatsMonitor. I connect with four players spawned in MPPM. Editor is host, three VPs are the clients. I spawn 100 constantly moving objects with a NetworkTransform that syncs the position and Y rotation at 20 Hz tick rate.

I use Unity 6000.0.24 with NGO 2.0.0 and MPPM 1.3.1.

I mainly focused on the upstream rate to check what effect various options would have on the host’s upstream bandwidth.

Stats monitor levels out in first playmode at 180 KiB/s. I exit playmode and re-enter, upstream levels out at 260 KiB/s. And this continues: 350 … 500 … and doesn’t stop, it even went beyond 3 Mbit/s after several times entering playmode.

Stopping and reactivating the VPs doesn’t help. I have to exit the editor to reset the stats monitor and so I can really only test once, and on top I have this odd feeling that I cannot trust these values.

Another observation: when testing with just one VP (#2) several times, then adding VPs 3 and 4 later will have VP 3 and 4 report much lower downstream bandwidths than VP2. The total upstream of the main player and the total downstream of the other three VPs doesn’t match up (not even when considering that the host may also report outgoing traffic to itself).


Is this a known issue? Is there anything I could do to (force) reset the counters?

Note: I have domain reload disabled and my hunch is that there are static fields not being reset.

Changing the setting to “reload domain and scene” and restarting the editor prevents the above issues!

I reported this issue on GitHub

Thanks for reporting, we shall take a look this week.

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