#issues with the networking when the host has <60FPS

1 messages · Page 1 of 1 (latest)

queen roost
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What issues are you seeing?

fringe lynx
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So, I m using Mirror for networking, Fizzy for transport and Steamworks for connexion and lobbies

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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

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And my AI which has roaming and chasing, does not chase the clients anymore

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But for the host they work. If the host walks into the colliders, they trigger and also the AI chases the host

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If the host has over 60 fps, everything works fine for both host and clients

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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

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Also changed the sendrate from 10-30-60, still no

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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

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Forgot to say that if I call a CMD with RPC from the client, everything gets called instantly, even with low framerate

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Also debugged the bandwidth and nothing looks wrong

queen roost
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Are you locking the application framerate? You might want to try lowering the physics time step if it's dropping collisions

fringe lynx
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Yes. I am locking it for testing

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Timesteps I've tried: 0.01, 0.0133, 0.0167, 0.02

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none work

queen roost
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You'll probably need to run the Profiler to see where the bottleneck is happening

fringe lynx
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That's the problem, the bottleneck does not actually happens

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I've checked the profiler and also mirror networking profiler

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everything looks great

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it's just not triggering

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like the server is not tracking the player's positions anymore