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There is a considerable amount of work to be done. I recommend checking out Playfab. They even have a Unity SDK available for free.
Initially I wanted to have dedicated servers and an interface that allowed you guys to easily create your own server databases, but the amount of work and investment required surpassed the time we had.
I still want to bring this feature to UFE 2.0, but I'm going to need to prioritize other features first (such as Rollback netcode and expanded interfaces). In the meantime I'll let you guys figure out this one.
Unfortunately there is no easy answer. You can start by checking out the Addon itself under Assets/UFE Addons/Network Support.
You can also check Assets/UFE/Editor/GlobalEditorWindow.cs (near the Network Options) as I left some commented attempts to create an interface (all of which has no connection to any of the services mentioned above. They are just draft).
Hello everyone,
i wanted to ask you some questions.
I have UFE bundle with network addon and i have integrated already Photon over the network system but i'm facing some issues.
First of all, when there are more than 2 players online at a time in a waiting room and i want to start a network game between 2 players i'm able to start the character selection screen but the choices of the two players are not synchronized. It seems that the bug is inside the getlocalplayer method that returns -1 rather than 1 or 2. Any idea on how to handle this? Where should i look to try and fix this?
Another issue i'm facing is about the slow motion when fighting against another player (my game should run only on mobile phones)
I know this could be fixed trying different settings of min and max frame delay but i'm at the point that i have reduced the lag but i'm loosing few frames. It happens for example that when player 1 wins the match, player 2 is still alive with poor energy because the last attack of player 1 missed on player 2 client but hit the opponent on player 1 client.
Any suggestion about the ideal settings for frame delays?
Thank you in advance
Another issue i'm facing is about the slow motion when fighting against another player (my game should run only on mobile phones)
I know this could be fixed trying different settings of min and max frame delay but i'm at the point that i have reduced the lag but i'm loosing few frames. It happens for example that when player 1 wins the match, player 2 is still alive with poor energy because the last attack of player 1 missed on player 2 client but hit the opponent on player 1 client.
Any suggestion about the ideal settings for frame delays?
Thank you in advance
I use 4 as the default frame delay and 5 as the maximum and it works pretty well when I tested it (try different variables for your project.)
Desync's (the issue you stated concerning one screen showing someone winning and the other screen showing someone losing) were fixed in 1.7.1, is that the version you are using?
Thank you for your answer.
For mobile phones i have to set frame delays around 20 to have the game run smoothly. I thought the desync problem was bound to frame delays but yes, i'm using 1.7.1. However, when i updated the plugin i did it manually because i had customized some scripts and maybe i wonder if i didn't updated correctly some scripts. Could you tell me where was the desync bug? In which script?
Hi,
is there any one how achieved online with unetworking or photon.
we are on photon and we almost done but we are facing lagging in game play due to alot network calls.
Hi,
i done with online photon networking.
if someone wants help please ping me back.
Hi,
i done with online photon networking.
if someone wants help please ping me back.
Id be interested in hearing how you managed this!
Actually, if anyone has tips on integrating Photon, I could use them
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