#Ping
1 messages · Page 1 of 1 (latest)
Is the client getting this error or the host? Either way this code is always going to be pinging themselves.
The client is getting this error
How can i make it work then?
clients should be calling networkTransport.GetCurrentRtt(0);
Makes sense and it works
Getting around 90ms on the same machine. Not that would be very important, but is there any way to decrease it?
RTT is not a true ping. I think it still includes the ticket rate. So increasing the tick rate on the network manager should decrease that time
Well... I get around 85-90ms at 30 tickrate and around 100ms at 64/128 tickrate...
Are you using the relay service?
The Boss Room sample does it by ping pong RPCs
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.0.4/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs
A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game. - com.unity.multiplayer.samples.coop/NetworkStats.c...
yes, i am