-
Notifications
You must be signed in to change notification settings - Fork 429
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
NetworkEarlyUpdate causing game to lag significantly ON ANDROID #2934
Comments
After further analysis, it appears that my lag is coming from too many client RPC calls. When I have 8 players or so, each time they play an attack (which happens pretty frequently it's a hack and slash game), it adds to the message queue. I can have all the players connected, and if I disable the attacking RPCs, my FPS is stable, and network early update no longer takes up 30% of frame time (0-3%). I debugged that the RPCs aren't getting sent every frame, so I'm confused as to why this is happening still |
Also, this problem occurs whether using the new [Rpc] attribute or the legacy [ServerRpc] and [ClientRpc] attributes |
Updating this issue as I have progressed in development in our game When we are the host:
When we are a client connected to a remote server:
It appears that this frame time is simply caused by NetworkVariable updates and RPC calls. When I'm just moving through the world my frame rate is stable with no issues. The frame drops only occur when other players that are connected perform actions. Frame drops also occur on the client whenever an RPC is sent from a client to the server. I would attach my profiler data (deep profiling), but that's many GBs of data This was tested with 1 remote player owned by the client and 3 player bots that were owned by the server in both cases. |
Description
NetworkEarlyUpdate taking WAY too long in profiler.
This happens every 3-5 frames in my game, ONLY ON ANDROID. To be clear, I'm not assigning values to a FixedString network variable frequently anywhere in my code. Yet, this network message is taking up so much frame time so frequently (25-35%). I think this might be related to #2920 , as my project was suffering from that bug too. On 1.8.1, I also have this problem.
Environment
Additional Context
This is the code for my NetworkString struct I'm using now, since FixedString doesn't work on its own. See issue #2920
The text was updated successfully, but these errors were encountered: