Fusion Local Player Lagging
Hello Photon Team.
I created my first project with Fusion Recently. I had worked with PUN and Mirror.
So far I had some issues with Fusion but I'm learning it and it's way better than I thought. Great Job on Fusion Photon Team👍️
I'm developing a Multiplayer Car Game and so far the Synchronization is AWESOME. but the Car game object for the local player is a bit laggy and the sound effects is weird.
Here is a sample video for more info.
https://drive.google.com/file/d/1GihHAPtxJiUarpgiV-zi_2OUQp9NeuCA/view?usp=sharing
This is my Car's Components:
PlayerSync is a script I wrote for syncing Camos and Wheel Smoke Effect
I tried using:
- Network Transform
- Network Transform Obsolete
- Network Transform Ancher
- Network Position Rotation
- Network Rigidbody
- Network Rigidbody Obsolete
So far the Network Rigidbody was the best, but still a bit laggy for the local player.
What should I do that the network scripts won't effect the local gameObject?
Answers
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hi @AmirRahmani , i have almost the same situation here, did you find any solution for this ?
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Not Yet.
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I think I found the solution.
It's because the Fusion does the physics and don't let unity does it.
To fix it do these:
- Go To Fusion => Network Project Config and set the Physics Engine to None
- Use the Network Transform instead of Network Rigidbody
I think that is all you should do.
This is my Network Transform Componenet:
Please let me know if it worked for you.
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@AmirRahmani Nope, it didn't work for me, when i did this it was causing game lag, stuck etc., which version of unity are you using.
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