#issues with the networking when the host has <60FPS
1 messages · Page 1 of 1 (latest)
So, I m using Mirror for networking, Fizzy for transport and Steamworks for connexion and lobbies
The problem is if the host has lower than 60 fps, servercallbacks inside ontriggerenter do no work anymore for when the client walks into them
And my AI which has roaming and chasing, does not chase the clients anymore
But for the host they work. If the host walks into the colliders, they trigger and also the AI chases the host
If the host has over 60 fps, everything works fine for both host and clients
I m not using CMD inside updates, I ve changed the time scale of the fixed updates, I ve reworked the Move function of the players and still nothing works
Also changed the sendrate from 10-30-60, still no
I ve tried to work around this iasue by making the game use as less resources as possible but I ve come to a point where I have to fix this problem to get some things to work
Forgot to say that if I call a CMD with RPC from the client, everything gets called instantly, even with low framerate
Also debugged the bandwidth and nothing looks wrong
Are you locking the application framerate? You might want to try lowering the physics time step if it's dropping collisions
Yes. I am locking it for testing
Timesteps I've tried: 0.01, 0.0133, 0.0167, 0.02
none work
You'll probably need to run the Profiler to see where the bottleneck is happening