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Unity FPS game development synchronization problem, ask everybody to give directions views are put f
Time:09-30
Unitiy development A competitive FPS game available now, who are all moving and operating to send, who told the latest state, not the server computing state, (do not consider cheating), according to the test result is not bad, blow is A strong feeling, such as A throw grenades, hand grenades named M, forward the news from the server to B, B also named M and A host of binding script M continued to send M the latest status, after B received update M state, forming trajectory, such state synchronization, what's the problem, please do so than frame synchronization where is the main difference, I know this kind of game is best frame synchronization, however, to make the uncertainty system, is very difficult, especially physics engine, cannot use the UNITY carry their own, but also make the project more than half, you have any good Suggestions to improve?
PS:
1. The test result can also be good, no discomfort, well, of course, limited to speed cases
2. Completely changes frame synchronization is very troublesome, it is hard to
3. All status updates is mainly completed by the client computing is not a server, the server will only do forwarding, after operating for fixed-point number for floating point Numbers like Vector3 forward
This game is just my interest, don't want to business class, but still hope to be able to in the correct way to do a to make sure that the game experience, complete version of the game, game need to participate in the school, if experience bad GG, bother everybody to give some advice, solution under the younger brother of confusion!
Photon engine also recently tried to tried, but I found that the photon engine seems too, constantly to transfer status, to maintain the so-called synchronization, but also didn't involve uncertainty, especially the uncertainty of the physical system, so I'm more confused, please tell you
CodePudding user response:
T to ask,,,,
CodePudding user response:
Starting point of synchronization in the process can appear different results especially the connection of frame synchronization doing each frame synchronization will avoid this kind of circumstance happening pure data interaction
CodePudding user response:
If it is a state synchronization on local area network (LAN) and the client of the few cases may seem no problem but in fact the difference between the accuracy of a simulation accuracy will be much lower than the data do not support you with a state or numerical synchronization you this kind of situation is very good deal with all the numerical do swaps for physical simulation also will have data only so change the burden of network flow increases so be baotou bag and tail anyway is campus should test the client will not be huge
CodePudding user response:
Feeling is a thrown grenades n do n the sending server server trajectory ok after checking the feasibility of the data and generate the m m sent to all board games with such synchronicity is better also can avoid some bugs