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Help  Does the Obi Rope support physics simulation on a dedicated server linux?
#1
On my server, I need to check the simulation of how the user played my game to determine whether he won or not. The winnings depend on the Obi Rope simulation. I added a rope, everything is fine, but after performing a simulation on the server, I discovered very strange behavior of the rope. Rope, as I understand it, is not supported on the dedicated server? Triste
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#2
(27-02-2024, 09:48 PM)oleegarch Wrote: Rope, as I understand it, is not supported on the dedicated server? Triste

Hi!

Physics engines - this includes Obi- have no idea whether the device they're running on is a server or not. It should work just fine regardless of the machine you use to run it.

(27-02-2024, 09:48 PM)oleegarch Wrote: but after performing a simulation on the server, I discovered very strange behavior of the rope.

Could you describe this strange behavior you talk about?

kind regards,
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#3
(28-02-2024, 08:11 AM)josemendez Wrote: Hi!

Physics engines - this includes Obi- have no idea whether the device they're running on is a server or not. It should work just fine regardless of the machine you use to run it.


Could you describe this strange behavior you talk about?

kind regards,
I reproduced everything that happens on the server as follows:

I save the state of my object that is held by the rope every frame and save all the states on the server, then I send the data to my computer and build a simulation with this data of what happened on the server and here is the result:
https://jumpshoot.oleegarch.com/bandicam...58-124.mp4


But in windows, android and when i start simulation on my computer in editor mode my game works perfectly like this:
https://jumpshoot.oleegarch.com/bandicam...27-944.mp4
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#4
(28-02-2024, 08:44 PM)oleegarch Wrote: I reproduced everything that happens on the server as follows:

I save the state of my object that is held by the rope every frame and save all the states on the server, then I send the data to my computer and build a simulation with this data of what happened on the server and here is the result:
https://jumpshoot.oleegarch.com/bandicam...58-124.mp4


But in windows, android and when i start simulation on my computer in editor mode my game works perfectly like this:
https://jumpshoot.oleegarch.com/bandicam...27-944.mp4

Hi,

I’m very confused: this doesn’t have anything to do with whether the machine running the simulation is a server or not, in fact according to your description the results seen in that video are not those of the simulation running on the server, but the results of playing back simulation data on a client machine after sending them over the network. Is this correct? If so, it is much more likely for the problem to be either on the network layer or the client than it is to be on the server.

What data are you sending over, how are you sending it over, and how is the client using it?

Also, it is possible for you to visualize the simulation on the server directly?
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#5
(28-02-2024, 10:55 PM)josemendez Wrote: Hi,

I’m very confused: this doesn’t have anything to do with whether the machine running the simulation is a server or not, in fact the results in your video are not those of the simulation being run on the server, but the results of playing back simulation data on a client machine after sending it over the network, correct?

What data are you sending over, how are you sending it over, and how is the client using it?
I didn't change anything in the test scene, nothing works in dedicated server mode in editor, but it works when I switch to Android or Windows:
https://jumpshoot.oleegarch.com/bandicam...58-532.mp4

There are no errors in the console
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#6
(28-02-2024, 11:15 PM)oleegarch Wrote: I didn't change anything in the test scene, nothing works in dedicated server mode in editor, but it works when I switch to Android or Windows:
https://jumpshoot.oleegarch.com/bandicam...58-532.mp4

There are no errors in the console

Seems like the engine is not running at all. Could it be that the engine is being stripped away as part of the server optimization?(https://docs.unity3d.com/Manual/dedicate...ction.html)

Which backend are you using (Oni or Burst)?
Also, which stripping level are you using? (https://docs.unity3d.com/Manual/ManagedC...pping.html)
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#7
(28-02-2024, 11:28 PM)josemendez Wrote: Seems like the engine is not running at all. Could it be that the engine is being stripped away as part of the server optimization?(https://docs.unity3d.com/Manual/dedicate...ction.html)

Which backend are you using (Oni or Burst)?
Also, which stripping level are you using? (https://docs.unity3d.com/Manual/ManagedC...pping.html)
Stripped was disabled. Backend was burst, but don't installed Burst in package manager. Thank you very much.
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#8
(29-02-2024, 12:11 AM)oleegarch Wrote: Stripped was disabled. Backend was burst, but don't installed Burst in package manager. Thank you very much.

You're welcome! So I understand that upon installing Burst the issue went away? the Oni backend is only intended as a fallback in case Burst is not installed, it has limited platform support since it is pre-compiled for specific targets. Burst should however work in pretty much all platforms (with some notable exceptions such as WebGL).

let me know if you need further help,

kind regards
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