#Netcode RPCs reliability

1 messages · Page 1 of 1 (latest)

tiny heart
#

In the documentation it is stated RPCs are reliable. I tested the game under like 500 ping + heavy packet loss on the client and 200 ping on the host in P2P client authority.

I noticed sometimes things will bug out such as my character not dropping items. I assumed its because of the packet loss that it has dropped the RPC calls.

#

I talked with anothe developer that uses Mirror. He apparently said its normal for multiplayer RPCs to be not reliable which he suggests using networkvariable would be better. But wanted to confirm whether it is true

misty widget
#

Nothing it going to survive 500 ping and heavy packet loss. That is a dead connection by most metrics.

tiny heart
misty widget
#

At that high ping most connections will just timeout. Technically the rpc will try to get resent. But it's a cascading failure. Eventually the client will get stuck resending failed packets until it times out

tiny heart
#

I see. So technically we just kick the client out if they lag way too badly

#

Coz technically they cant reli play much anyways