Topic: Desynch problems

Hi, i'm testing some online gameplay but my characters always desynch, it throws this error:


Synchronization Lost!
Frame: 1382
Expected State: [FluxSimpleState | info = [P1 anim frame = 744.4, P2 anim frame = 668.4, Distance = 20)] | frame = 1382]
Received State: [FluxSimpleState | info = [P1 anim frame = 708.4, P2 anim frame = 668.4, Distance = 19.30555)] | frame = 1382]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)


another example, the values are just different.

Synchronization Lost!
Frame: 8928
Expected State: [FluxSimpleState | info = [P1 anim frame = 734.2, P2 anim frame = 698.3, Distance = 12.33508)] | frame = 8928]
Received State: [FluxSimpleState | info = [P1 anim frame = 757.4, P2 anim frame = 343.7, Distance = 3.761135)] | frame = 8928]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)

some other times the game just doesn't desynch... and when using Ethan the game also doesn't desynch.

Any help? what am i doing wrong?

Thanks!

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

Are you using the latest version (2.4.1)? And do you have any custom code in your game?

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Re: Desynch problems

Yes, i'm using the latest version, is a work project, the ufe itself is not heavily customized, is almost out of the box. Other parts of the game are way more complex and they lead you to the ufe fight, but the fighting engine is not so changed.

Thanks!

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

Did you run the animation mapper?
(http://www.ufe3d.com/doku.php/global:ne … p_recorder)
After running the animation mapper, make sure you also toggle "Use Animation Maps" under Character Editor -> Move Sets.

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Re: Desynch problems

Mistermind wrote:

Did you run the animation mapper?
(http://www.ufe3d.com/doku.php/global:ne … p_recorder)
After running the animation mapper, make sure you also toggle "Use Animation Maps" under Character Editor -> Move Sets.

Yes, i've done that.

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.

Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.

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Re: Desynch problems

Mistermind wrote:

I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.

Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.


ok. all the characters use the same rig and the same collision boxes, of course the moves are differente except for some basic moves like getting hit or jumping. the only thing i've seen a bit more consistent is that the game tends to desynch when canceling moves on combos.

thanks

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

https://i.ibb.co/MkBB9Cn/imagen-2022-04-20-155153244.png

i've just found that when doing a throw, the animation's recorded map for a move is not the move, is another animations mapping, but qhen previewing, it shows ok... sad

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

Mistermind wrote:

I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.

Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.

i'm trying to create logs, but i can't, the file doesn't show up on the assets folder or the game folder (when i make a build)

https://i.ibb.co/W5mfFg7/image.png

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

Here's something new in this desynch problem, what we've just found out, is that when using our characters, we get a lot of rollback frames on almost any move or input, while Ethan (one of the default characters in the ufe package) doesn't, and when using Ethan and one of our characters, the roll back also isn't that much high. I have a video to share. What can be causing this strange behaviour on the rollback frames?

Thanks for the help!

https://www.youtube.com/watch?v=AFOYuxqWIZM

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

Ethan does use the resource loading method, I wonder if that has something to do with it? Probably not but would be worth mimicking the ethan setup for the best results.

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Re: Desynch problems

FreedTerror wrote:

Ethan does use the resource loading method, I wonder if that has something to do with it? Probably not but would be worth mimicking the ethan setup for the best results.

Worth giving it a shot! Thanks!!

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Desynch problems

https://i.ibb.co/D8KvnLr/imagen-2022-05-12-205031973.png

sad it's not working yet.

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.