#Server Tick Batching has occurred

1 messages · Page 1 of 1 (latest)

south torrent
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I know this technically "doesn't mean much" and can be disabled BUT I'm getting this with a very very empty scene, literally barebones character control. I don't get this error from the ECS multiplayer demo, even when both projects are open at once. It's also constant and not every so often. If anyone has pointers of where to start debugging this that would be great, as I think this is an implementation issue not a HW issue.

south torrent
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As some debugging examples, first pic is my project running in single eye (it is a VR game but I'm still surprised it's tanking so hard), second is the official template running both at lower ping and higher FPS

autumn fog
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This is basically the server frame rate falling below the tick rate. You can change the warning to be not quite so sensitive in the multiplayer play mode tools window. Or you make sure that burst is turned on.
Are you using the DOTS character controller package?
The double VR cameras are going to tank your frame rate as well.

south torrent
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also the comment about burst enabled reminded me I did in fact turn it off to debug an error, now it's on it's got generally better ping and FPS, averaging 90-110 in-editor with double rendering or 100-120 with single eye, with the gameobject based VR template (which cheats and swaps out to standard rendering without XR connected) hitting 140-160. It's above 72, and the ping is now in line with the other ECS one so fingers crossed this is just teething stuff

zenith frost
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Something worth noting also is that unity editor's in-process profiler is heavy enough on the editor main thread that it can easily trigger this even on modern hardware (ryzen 5800x3d), instead you'll want to use the profiler as a separate process