Some of my players are experiencing problems with lagging in my racing game. It uses legacy Network views and master server.
What I have is this:
- I always connect the players with useNat set to true. (both with Network.Initialize and Network.Connect)
- Position of cars in synchronized with Network Views with synchronization set to “unreliable”
- Key strokes are sent every frame or so from client to server with RPC functions.
- Speed and position information are sent to clients every frame with RPC functions.
I am experiencing lagging even if the players are in the same room. If it is really bad the client cars don’t even move presumably because the unreliable data packets are being dumped.
(I noticed I had the shadows of the cars synchronized set to “Reliable Data compressed”, they seem to work better).
I thought that if people were in the same room then they would get linked directly to each other?
So I thought… should I set all network views to “reliable data compressed”? They would at least move. Or would this make it even more laggy? What’s your experience? Also, does it matter what country the Nat punch-through server is on?
Thanks.