Hey all,
First off… Do you think this question would be better suited to the networking section? Or is it alright here?
In the game I’m working on the host is disconnecting/dropping from the matchmaking service. It SEEMS to be when there are a certain number of networked AI enemies in the scene. Ever though the host can carry on playing the clients are booted back to the offline scene and can no longer find the match in the basic lobby system I’ve got set up. Furthermore the profiler shows a complete drop of send packets from the host at that time forward. This happens with both the editor and built clients.
I’m sending this from the comfort of my bed… So will send more info tomorrow. My next experiments are:
- decreasing the number of enemies in the scene at any time and keeping a track of that number.
- adjusting the network transform send rates more. FYI I’ve already dropped the rates from 20 to 14… No change…
When I say I’m a networking noob I REALLY am. But any advice is greatly appreciated…
UPDATE:
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doesn’t seem to change the issue… even dropping from 100 to 50 to 25 still causes the clients to get disconnected.
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changing the network transform settings does nothing. Is there anyone who can help with this issue? Perhaps give me a direction on how to debug such a problem? Please… anyone?