Bare-bones project has lag issues, why?
New to photon, used a youtube tutorial to set up super basic functionality, but the "synchronize values" interpolate option is incredibly laggy with the multiplayer character jumping around the screen once or twice a second. Is there anything basic/ultra common that may be causing this?
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I'm trying to make a game with the synchronized network accuracy of an FPS. Maybe I'm not updating my position correctly in a way where speed can be determined? Nobody seems to do that in their tutorials though.0
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Also this is using photon transform view..0
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If you are doing an FPS, then please switch over to Photon Bolt. It's a different client-side package which provides a lot more features needed for an FPS. It will provide a better foundation.
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In regards to your question: The TransformView may not be the optimal solution for your case. Try the TransformViewClassic instead. If neither fits your needs, you will have to dig into syncing state for your case and find an optimal solution. The TransformView components are just a simple blueprint and not production ready assets.1
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Thank you, I can't tell you how much I appreciate your response. Reading the syncing state documentation is what helped me. I chose photon hoping it would be easy, but goddamn is it hard to find the information I need.0
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Those tutorials out there only cover pretty basic stuff.
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Thats a common article to get some better informations.
In my last Fast paced game that i made with photon i used this https://github.com/SradnickDev/Photon-Template/blob/d6ba30f38919d0610fa72a98de2fd07e74e7d6ff/Assets/Utilities/StateBuffer.cs
With pretty good results.0