Unet synchronization issue

Hello all, I have a very specific problem it seems. I’ve been following GTGD on youtube’s unet tutorial, the problem I am having is that the player movement on the host for connected players looks bad as they move normally via interpolation and every few seconds it seems like packets are lost or something because they just sit there for a couple of seconds then teleport(lerp really) to the location that they are actually at. On the non server client side the host player moves fine, even when the client player appears to stop moving on the host’s screen. I have tried all kinds of things, this actually causes some other issues as well. Whenever I try to use network simulation in the NetworkManager any value over about 50 ms causes unet to drop the connection, no matter how high I put my timeout values. I have no idea what could be causing this but I haven’t ruled out that it’s not just my computer. Any help would be appreciated.

The network simulation is buggy, I think they even plan to remove it in the future.

Your movement issue sounds like some packets were dropped due to lag or issues in your code. Perhaps try a better server, try it on the local network, try it on the same computer, see at which point it fails / works, go from there.

First off thanks for the reply. So some more info on this. The issue does seem to be dropped packets, from client to server. The host sees clients move normally for approximately 5 seconds, then they freeze for about 1 second then teleport to the proper location. But clients see the host moving fine all the time. So the packet loss seems only one way. As for the network simulation being bugged, it seems to work just fine in most of the tutorial videos I’ve seen, I thought maybe it was just the version I was using, so I ended up trying out 3 different versions of unity all with the same results, I still haven’t ruled out whether or not it’s just my computer. If all hosts and clients are on the same computer the issue does not happen.

So I basically figured out it’s dropped packets I guess, but I don’t know how to solve or circumvent this problem. I’ve tried increasing and decreasing all kinds of things like timeouts and send rates. I don’t really know what to do from here.