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Help  Obi Rope Photon Unity Networking2
#12
(18-08-2021, 07:47 AM)josemendez Wrote: I don't know for sure, but TheMunk seems to be doing so.

Using Photon Fusion (beta) seems to be working fine. 200 particle positions synched with a tick rate of 60 and lag compensation looks alright and latency is very low with local peer-to-peer. I'm targeting the Quest 2 so may have to up the tick rate to 72 to smooth out the motion or implement client prediction, although I think that will require the clients to run the simulation too as well as syncing velocities which basically doubles the network traffic.

The cool thing is that skipping the simulation on clients means Obi can run many more substeps/iterations for better simulation on a PC server. Basically, only the amount of particles that can be synced over the network is the limiting factor now.
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Messages In This Thread
RE: Obi Rope Photon Unity Networking2 - by Navvv - 19-11-2020, 08:41 PM
RE: Obi Rope Photon Unity Networking2 - by Navvv - 21-11-2020, 12:07 AM
RE: Obi Rope Photon Unity Networking2 - by Navvv - 21-11-2020, 11:52 PM
RE: Obi Rope Photon Unity Networking2 - by TheMunk - 18-08-2021, 08:19 AM