#Packet Loss and NetworkVariables

1 messages · Page 1 of 1 (latest)

ionic ether
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Hello,

I'm wondering if it's possible for a client to not have a network variable (server auth) correctly updated due to packet loss (10%). My understanding is that they are sent reliably, but 10% is a lot.

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For more context, I have an integer network variable that is either 1 or 2 which defines what weapon slot is equipped, but I'm seeing some players report that an enemy's weapon isn't correct when they have a ton of packet loss, but on the server the weapon is correct

gloomy quiver
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No. It will keep retrying until the client acknowledges the sync

gloomy quiver
ionic ether
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Ok thank you, I figured it was my fault

gloomy quiver
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If you are using the network variable OnValueChange event, then it could be a timing issue. On spawn the values will be up to date but the change event doesn't fire.

ionic ether
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yeah I'm calling the onchangeevent manually on late joining clients in OnNetworkSpawn, but this is hard to reproduce unfortunately. I'll try to use the network simulator to see if maybe high jitter is the cause