Comments (4)
I am heavily sure that the source of the issue lies inside your code.
from lidgren-network-gen3.
@ramonfr2014 like how exactly do you read your incoming messages on both ends?
from lidgren-network-gen3.
You should reconsider your message structure to follow traditional networked games.
Generally you only send Deltas, and every x seconds send a true position update.
So i push the stick forward, i send out a packet with direction(rotation etc) and velocity. I do not send another packet until one of those variables changes. This should minimize your chatter on the wire and achieve the same results. You allow the client to extrapolate the position.
This is why in Halo, CoD etc when you lose network connection players run straight into a wall and continue running. They never received a velocity and vector update to change the behavior to the client continues to extrapolate from the previous packet it received.
from lidgren-network-gen3.
@ramonfr2014 Sending too frequently can cause issues I had a similar issue, put a time delay on the update.
You should only send network updates at the same rate as the server updates.
To resolve this, I just use a timer locally on the entities which I network. 60 ticks a second, means 60 updates in that game object, which is more than enough for things like player information.
Then as @willthiswork89 says, send delta's and make sure to use autocorrection when the values become hairy.
from lidgren-network-gen3.
Related Issues (20)
- ReceivedPong doesn't consider late/not in order pong messages HOT 8
- Incorrect network messages/malformed packets could easily overwhelm the server HOT 2
- Cannot Reconnect
- Example Code from Basics doesn't yield same results HOT 1
- Trying to compile for Android HOT 2
- Accepting connection does not increase ConnectionsCount? HOT 1
- Is there a possibility to modify lidgren to support DTLS??
- [QUESTION] Thread safety HOT 5
- Unity 2019.4 LTS: calling client.Connect gives SocketException Invalid arguments immediately HOT 3
- Active forks? HOT 13
- Large unreliable message cannot be sent properly HOT 2
- Might want to lock stuff here? HOT 2
- The examples client gives error when trying to connect to server form second VS
- Unity network
- Is it possible to send and receive structs instead of classes ? HOT 1
- Is it still possible to build for Unity? HOT 3
- NetQueue concurrency HOT 2
- ICMP Destination unreachable (port unreachable) won't close connection HOT 1
- Server can't receive connection HOT 1
- Lidgren.Network.NetException: This message has already been sent! HOT 1
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