#Data Usage with predictionv2

19 messages · Page 1 of 1 (latest)

granite sorrel
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Greetings,

I notice that after connecting 3 clients to my game, and leaving them unmoving that there is consistently 44 bytes of data/sec. I imagine this is from the prediction system, but I am wondering if this is just something I failed to implement, or something that is uncontrollable.

atomic widget
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rigidbodies? @granite sorrel

granite sorrel
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@atomic widgetI'm using my own kinematic system.

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No rigidbodies.

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The player has 0 velocity, 0 position or rotational changes, and there is still data flow.

atomic widget
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It might still be thinking it has a RB

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One sec...

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This is the method to look at inside Networkbehaviour.prediction

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protected internal bool PredictedTransformMayChange()

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specifically this

          bool changed = (
                transformChanged ||
                (_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
                (_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
                );```
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You can see if thats returning true as changed when idle, and if so why.

granite sorrel
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Thanks, I will try that

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And using predictionV2 do I need to create a sync object for other players to move.

atomic widget
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uhmm syncobject?

granite sorrel
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"Network Transform" is no longer used with predictionv2

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So I am wondering what replaces that.

atomic widget
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input forwarding

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its automatic but theres a bug in pv2 atm. see #1104850498290462821 pinned. I'm actually about to make a post about this.

granite sorrel
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@atomic widgetThank you.
And thank you also for this awesome, and free asset. I know it's a lot of work to manage something of this scale.