#vectors lagging behind
1 messages · Page 1 of 1 (latest)
cause if it’s on an update chip it will always lag behind cause circuits cap out at 60fps but the game can run much faster so it’s never going to be able to fully keep up
Yeah it’s an update chip
I tried making that 30hz to 60hz thing but it just made it worse
I figured it would be better by the time complier arrives but who knows when that’s coming out
🤷♂️
just such a that even with the new “Update” chip that doesn’t cap the tick rate actual cv2 can only run 60hz so it just maxes at that
I even tried a studio function for position but then I realized it’s the get position it’s self
the issue is just the update rate
unless it was per frame it will never be able to keep up
I’m assuming then that just kind of tuff luck huh
yeah…
just call it a feature of movement inaccuracy and people will be fine with it mhm
could also just have the main gun on a gun handle and just update its rotation constantly
Say it’s simulated weight
the rotation might lag behind a little but the position will be locked at least
Exactly
you using rooms 1 or 2?
Rooms 1
add a studio function to the gun object to set the rotation of a child object that acts as an anchor point for the gun model
so it can be rotated independently of the main studio object so it still works while the main object is locked to a gun handle via clamp
you can clamp a studio objec to a maker pen object with a rotation function and it'll still work?
then just the same rotation math you have for the current gun model and subtract the rotation of the gun handle
have a rotation studio function linked to a child of the prefab
so ur rotating an internal element of the object not the object itself
problem being the gun model is a makerpen object, nobody knows blender in my friend circle 💀
then have that object be where the hand would be relative to the gun model and put the gun model as a child of that
could export the model to an fbx and rebuild the rec room materials
wait thats a thing?
making the “makerpen” object become a normal studio fbx. :)
just import unitys FBX Exporter package
Dude thats sick I always wondered if that were a thing
the devs said it was possible but that was literally the first thing i ever did with studio back in its closed beta xD
made a gun model in game, turned it into a studio object and was able to change its material with events and even have animated materials with scrolling textures
coolest thing i ever done
As somebody who uses unity even outside of rec room this is crazy
i’m still proud of it to this day
my first ever studio thing
was a tech demo souly meant to spite the devs
i can show ya sometime, you can ever throw it into blender to optimize it a bit with merging and clearing duplicate materials
takes 0 modeling but it cleans up the fbx for file size and performance
cause it’ll export into an fbx with an individual object and material for each makerpen object that’s a part of it 💀
Appreciate the help, I'll give it a shot, I'll post my results back in here when I have a decent enough result
omg the world of possibilities have opened
if u wanna dm me for tips lemme know
Sure thing thanks again
there’s some weird stuff you have to do to make it work like duplicate the official rr textures and make new custom materials to get rid of object reference errors
but in the end you have an object that’s entirely just an fbx and a standard studio object that is 1:1 with the makerpen counterpart
and using an animation tree you could make a realtime skin system with just a single int parameter :)
just make an animation clip for each skin and animate the colors/materials of the object to change and transition to each from Any State using an int param
@silent hatch this is crazy
then you can send a single event to set that parameter and store the skin int as a cloud variable :)
i like inventing crazy stuff for studio
recoilarena is all smoke and mirrors hehe
all possible gun types exist all at once for each gun a player holds, “changing gun” actually just changed the model and animations you see on a single handle
a similar system in pushing to the extreme with my work in project arsenal gun game :)
8 players, 20+ guns for each player
with only 8 gun handles. (all rooms 1.0 so no replication either)
In that game I have my own like overhead ui stuff and I had to make a makeshift server side system with circuits. And it works perfectly, this is why I love studio I was testing it with a friend
each gun has its own model, bullets, animations, stats, everything and all exist at the same time with instant swapping via a single int
studio is peak
i gotta show you my fully custom bullets system sometime xD
as a weapon enjoyer i have a feeling you might like it
I’m assuming that’s custom trajectory
they are full hitscan (cause i’m lazy)
but the effects and everything are all studio and run flawlessly
along with different impact effects on player/environmental hits
while being able to fire up to 30hz without net heat or cpu issues
ofc causing some heat issue if all those shots hit a player and have to send all that damage xD
Might have to try something like that because projectile launchers use up a ridiculous amount of net
but no gun i made will fire that fast, 6-8hz at most
the math is wild but the outcome is so nice
i can knock out two birds with one stone by just taking you to try my arsenal game. it’s got the wild gun swapping system and fully custom bullets
give you some context on how they work incase something stands out to ya
we ain’t gate keeping knowledge out here
Sense you’ve made a complex system like that is your room crash rates somewhat high for mobile? Just out of curiosity
Because I feared the calculation of every player gun position on mobile would cause some crashes
averages bout 2%
Holy
Textures
recoil arena is sitting at like 3-5% since release
I think my game anomalywatch is at like 3?
the whole room is about 2mb for ALL textures
skybox is about 40kb, and people think they need to be high res
i see no one complaining about the resolution in recoilarena and people legit take photos of the sky cause it’s so pretty (it’s 128x128 panoramic 💀)
Cause on like CC textures or whatever site they export in like 8K
this is what happens when you give creation tools to people who have no clue how to optimize
Lmao
it’s like when you let an architect actually build the house
Pretty much
Murder V3 is justified though with their crashrate of 70%
I’m estimating cause I remember seeing a screenshot of that and it was in that ballpark
downside of having a good game xD
i could go ask cryptic for the stats ngl
I’ll just dm him
cryptic loves me, he even has a nickname for me.
everytime i go to hang out with him he calls me “oh god this guy again, why do you keep coming here i told you to leave wtf is wrong with you get a life” 
it’s true love
in that case
two handed gun math
brought to you by @silent hatch
yippe
simple Look vector with a position offset heck yeah
you don’t wanna see the math i use for the bullets 💀
im sure I don't
im more game logic than vectors
whatever you send me would explode my brain
Here’s my “simplified” Insertion Sort scoreboard system based off and optimized from the design in EvergrownPvp
So like an in game leaderboard?
with some missing stuff for setting up scores on player join and a function to remove them on leave and an update system to actually sync all the new data to all players
yeah pretty much
I see that
got a fancy lil hud for the score board that slides around to sort everyone properly
it’s super cute and probably gave me a couple grey hairs
I wish rec room would allow server sided data so you could transfer like a global server shut down
Also allowing for custom leaderboards
Not server sided data
I mean global data
if only rec room used servers 💀
local hosting is nice and all but has its quirks
ever notice how you don’t “rubber band” while lagging in rr
Its quirks it has
there’s no server to correct your position so all that happens is you stop sending data others and they just see you stutter constantly instead of just moving weird
it’s why you can’t use lag switches in big multiplayers games but can in rec room
Same reason for when room authorities press that funny button on the side of their headset a whole game pauses correct?
Well authority based systems pause
yup
“Room Authority” is the server for the instance
all player data goes to them and then goes to everyone else
Crash rates in MV3 are 2.5% for mobile and .05% for vr
Maybe it was old, but I just looked
dubs it’s been improved, i do remember it being high for a bit but that was probably not the games fault
more just rec room moment fr
Perhaps I mistakenly said myrder v3 when it was another room
I pretty sure it was a different room
maybe not 70% high but more than 20%


I figured yall would be interested
yessir
Crazy how smooth it is
For the mv3 custom ui do you guys update the custom level at the end of every game?
cant wait to see cryptic reaction to some of willchils new circuits ideas.
i won’t say anything cause its all concepts rn he’s gonna suggest but if changes happen cryptic will be happy
Cause in my game I have to constantly update the uis which was hell
That’s a question Cryptic has to answer. I’ve got no clue
just send updates on variable changes n stuff
should update when the variable changes if cryptic did it how he does stuff normally
The system I use uses 3% net, when I tried it that way it was much higher
hm
😉
Guh
woah buddy slow your role 🖐️
The ui is very goated
I’m not sure this guy thought about NET heat
And imagine if some guy joins with like 300 fps and uses the update chip
It’s all local
How? he’s constantly setting the position is he not?
Unsynced studio objects setting position locally
mmm
how does that work?
setting position locally
like he’s doing it in studio?
I made the thing I would know only takes like 5% net to share the target players position
mmmm
Basically the object will only set position on local players screen
How are you sharing it?
You get position of each player?
mmm i understand
the position part
and the unsynced rr object part
do you just iterate through all players?
Yes
And all the UI data is transferred through tags
Studio function
That’s why it’s smooth and not jank
