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UNET : RTT on Local Network look high (around 50~60)

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Hi everyone, I'm testing the RTT (Round Trip time) in the Local Network with UNET, the results look high, like I said in the topic's title, it get **around 50-60ms**. The RTT on LAN should be lower than that, maybe around 5~10ms. My testing code is very simple : the Local client send a message to server and save the current time stamp (*sentTime*), when local client receive the reply from server, it compare the current time with the *sentTime* -> got the RTT. Here's the code (very simple) float _sentTime; void LocalCheckPingViaCmdRpc() { _sentTime = Time.time; CmdServerReceiveCheckingPingRequest(); } [Command] void CmdServerReceiveCheckingPingRequest() { RpcClientReceiveCheckingPingMessageFromServer(); } [ClientRpc] void RpcClientReceiveCheckingPingMessageFromServer() { if (isLocalPlayer) { var RTT = (Time.time - _sentTime) * 1000f; Debug.LogFormat("Cmd, Rpc -> RTT : {0}", RTT); } } You can check out my testing project in [Github][1]. I've also tried use **NetworkMessage**, and switch between **Reliable** and **Unreliable** channel but I got the same results. If the RTT on LocalNetwork got that high, I think when I deploy my game on a dedicated server, it'll got higher, and that not good for some of my real-time multiplayer projects. Does anyone face the same problem like this before ? Or I've missed some configurations ? Please give me some advices. Thanks so much. [1]: https://github.com/ThinhHB/UnityNetworkingTestLocalRTT

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