Multiple arrays as rpc parameters?

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To reduce my msg/sec rate, I'm trying to update groups of objects together in one large rpc, instead of each calling individual smaller rpc's.

Would creating an rpc with multiple arrays as parameters cause any extra overhead?

Example:
public void rpcPulsePositions(int[] viewIDs, Vector3[] targetPositions, Quaternion[] targetRots, Vector3[] targetVels)

This code seems to run without error, game plays as expected, but this has a similar msg/sec rate as having all object send their own individual rpc's. Does this kind of large rpc concept work for reducing messages? Do I need to convert all of those parameters into a single byte array?

Comments

  • Solved this issue on my own. Turns out this method works completely fine, it was something else in my project causing the high msg/sec issue :)