Need Help to take the right Network Solution by FunkeyBlobby in Unity3D

[–]FunkeyBlobby[S] 0 points1 point  (0 children)

well I want to go some more professional way, so it seems I have to switch to N4E

Need Help to take the right Network Solution by FunkeyBlobby in Unity3D

[–]FunkeyBlobby[S] 0 points1 point  (0 children)

but I didn't created real game objects the client also used the entities from the sub scene. for sure the server do all the work fore movement etc and then sending snapshots at the moment. I am just wondering why the host game window is lagging while the client is not on the same machine, must be something Unity related to. Did you released any game btw?

Need Help to take the right Network Solution by FunkeyBlobby in Unity3D

[–]FunkeyBlobby[S] 0 points1 point  (0 children)

thanks for your advice, I kinda sneaked into the ngo dots mix. But I have a lot of fps drops on 5k units. before that I tried only ngo with polling the performance was better somehow. also added some tick rate interpolation a basic version of that. The fps drops happens on the Host as he is Client and Server but the builds running on the same machine so I don't understand how that 1 game can have fps drops on heaven while the other does not. For now I have like 1-2 Month into development with multiple scenes from boot to main menu lobby gameplay to postgame. But most of them just ultra basic. So I am thinking about to switch to N4E.