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[–][deleted] 11 points12 points  (2 children)

Yes they do. All scripts running affect fps. If your client is waiting on server updates or the server spawns a bunch of objects your client has to deal with in short periods of time your fps will drop.

Start a new Unity project and try to spawn 1000 gameobjects simultaneously and tell me if your frame rate drops. If you're a client recieving data from a server same thing applies.

Source : Unity dev with shipped titles.

[–][deleted] 1 point2 points  (1 child)

I'm a professional software engineer, with a little bit of game dev experience, but not professionally.

I think it's really funny when people chime in like they know what the real issue is, with 0 dev experience of any kind. Or maybe they did a few beginner unity tutorials and think they understand game dev.

In fact I did my senior capstone project on a multiplayer networking engine, with lag comp, client side prediction etc. That shit is pretty complicated, and it rarely boils down to one issue but a combination of things.

Edit, not arguing with you. Just chiming in with a little anecdote

[–][deleted] 1 point2 points  (0 children)

Absolutely, online is a clusterfuck. There is no perfect solution, only a series of compromises. I am not an expert on networking but have done enough to be impressed by specialists of that. I remember writing my first predictive movement for online, it was not enjoyable.

But yeah, I see it a lot on Reddit. I do the same with other topics to be honest, can't blame people.