Can anyone help me explain this phenomenon?
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I use Host mode, this is my code to click jump button
if (_isJump) { _isJump = false; _networkInputData.Buttons |= NetworkInputData.BUTTON_JUMP; Debug.Log("Start Jump"+Runner.Simulation.Tick); } input.Set(_networkInputData);
On FixedNetworkUpdate
if (inputs.IsDown(InputHandler.NetworkInputData.BUTTON_JUMP)) { Debug.Log($"Player{player.playerID} Receive input Data: OnJump" + Runner.Simulation.Tick ); onJump = true; }
This is the final result log.
When I click jump on Host, The left is the host, the right is the client.
When I click jump on Client, The left is the host, the right is the client.
Question?
- When I click jump on the client, "Runner.Simulation.Tick" of the message received by the client and the host is the same?
- When I click jump on the client, Why does client update execute multiple times, is there any setting to turn off this function?
- When I click jump on Host,Why the tick time of the client is larger than that of the host and keeps increasing?
thank you!
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