![]() ![]() By default this is 10 times/second for OnSerialize. NOTE: Network interpolation is afffected by the network sendRate. Public class NetworkRigidbody : Photon.MonoBehaviour Example code from the unity networking examples Then I'll upload a video if its not resolved by then. I'm waiting on a new network capture card, should be here any day. This is a show stopper and I'm not ready to give up. I even commented out the prediction code thinking it was moving too far forward, then it had to back up and reset, but I still had the jitter. Is there another version of NetworkRigidBody that works better? Might it be an issue with prediction? I'm traveling perfectly straight, no turning, so even prediction should be pretty simple. If my client isn't moving and the remote avatar is moving I notice the jitter, but if we're both traveling in the same direction at the same speed, and I'm very close to the other player, I see the other player jitter very bad. I've taken time to diagnose the code and I understand it and I'm pretty confident the code looks valid. I'm using NetworkRigidBody and Unity4, I have Observed set to NetworkRigidBody, with it enabled on both the sending and receiving sides. I've scouered the boards, but haven't found the resolution and I know its gotta work. More.I have everything working great, almost done the alpha build of my game, but this network jitter is preventing me from releasing anything. This property is only here to notify developers when they use the outdated value. ![]() Properties inherited from Photon.MonoBehaviourĪ cached reference to a PhotonView on this GameObject. True if the PhotonView is "mine" and can be controlled by this client. Objects in the scene don't have an owner. The owner of a PhotonView is the player who created the GameObject with that view. True if the PhotonView was loaded with the scene (game object) or instantiated with InstantiateSceneObject. Identifies it in a networked game (per room). This is the instantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab) More. The current master ID so that we can compare when we receive OnMasterClientSwitched() callback It's public so that we can check it during ownerId assignments in networkPeer script TODO: Maybe we can have the networkPeer always aware of the previous MasterClient? More. OwnershipTransfer = OwnershipOption.Fixedĭefines if ownership of this PhotonView is fixed, can be requested or simply taken. OnSerializeRigidBodyOption = OnSerializeRigidBody.All OnSerializeTransformOption = OnSerializeTransform.PositionAndRotation Used for checking when joining late if event with mismatched owner and sender needs addressing. RpcSecure (string methodName, PhotonPlayer targetPlayer, bool encrypt, params object parameters)įlag to check if ownership of this photonView was set during the lifecycle. RPC (string methodName, PhotonPlayer targetPlayer, params object parameters) RpcSecure (string methodName, PhotonTargets target, bool encrypt, params object parameters) RPC (string methodName, PhotonTargets target, params object parameters)Ĭall a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). SerializeView ( PhotonStream stream, PhotonMessageInfo info)ĭeserializeView ( PhotonStream stream, PhotonMessageInfo info)Ĭan be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient. Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner) ![]() ![]() Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. PUN's NetworkView replacement class for networking. ![]()
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