3
votes
With GGPO rollback netcode, how many times might I need to update my game engine in one frame?
Your assumption that you can find a realistic worst case is correct, but you need concrete connection data to know with certainty. Without concrete data, lets approximate one. Caveat: It's been years ...
1
vote
Accepted
Measuring RTT for my network game?
It's irrelevant. You don't need to know how long "a packet" takes, you need to know how long that packet took. As you mentioned, you can have random latency spikes. Maybe your measurement ...
1
vote
Do we need an ackowledgment packet in deterministic TCP multiplayer game?
No, you don't need to generate your own acknowledgement packet. TCP already guarantees the receipt and sequence order of messages below your application layer in the network stack. The protocol layer ...
1
vote
Unity Multiplayer Sync Bools
I solved the problem by calling the initial OnTriggerEnter event only on the server.
The server changes the state for itself, and then for the player.
1
vote
Accepted
How to manually Simulate Physics properly on Unity?
After a lot of research, I have a better understanding of this.
the problem I describe is a very common problem due to unsync between frame rendering timestep and physics fixed timestep. Unity solves ...
1
vote
How to manually Simulate Physics properly on Unity?
You are right, you need a small fixedDeltaTime value (eg. 0.01).
You can simulate physics in Update, but you'd better drag this script to the front row in Script ...
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