#How to improve Network Objects movement fluidity on client side?

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wraith iron
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Hello ! 
We are using Fishnet for the development of simple multiplayer mobile games, and we are struggling to reduce lags.

For example, the first game is a remake of Helix Jump, where the movement logic is processed on the server, then synchronized on the client.

It works pretty well, but there are recurring lag issues, even with a stable WiFi connection.
Even if we are not far from it, we still cannot achieve perfectly smooth movement.

In the case of helix, the ball and the LevelRotator (central element allowing the platforms to rotate) are network objects with a PredictedObject component, setup for NetworkTransform prediction.

There is no physics in the game, all elements are moved and rotated by script. 

Do you think it is possible to improve fluidity by adjusting the setting values ​​of NetworkTransform, PredictedObject or TimeManager? In this case could you suggest a setting that could improve this performance?

Also, we are using version 3.5.8.Pro, do you think it could improve the fluidity of updating to the latest version?
On the other hand, we are not yet using Prediction v2, do you think that could solve our problem?
Do you have any other suggestions to improve these lags and fluidity issues?

cursive scaffold
wraith iron
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Yes, I'm using the Fishnet component PredictedObject on my objects, and I implemented Replicate and Reconcile methods in my script

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