1 (edited by gaurangranoliya 2023-11-14 08:45:22)

Topic: Sync Lost

I change every possible settings for network in global config, not found any steps to find solution for sync lost.
It usally occurs when trying to use special powers for character, but i mapped each and every animations of all characters, but same error again and again.
Is it related to some particles issues, most of the time when particles or shaders are going to used then it got disconnected.
I am playing in mobile devices.
Synchronization Lost!
Frame: 12195
Expected State: [FluxSimpleState | info = [P1 anim frame = 957, P2 anim frame = 1002, Distance = 4.880402)] | frame = 12195]
Received State: [FluxSimpleState | info = [P1 anim frame = 1035, P2 anim frame = 1000, Distance = 4.880402)] | frame = 12195]

what should i do to stop this error, even i cannot played even single match in multiplayer.

Is their any possibility in photon side issue, but i don't think it is related to photon.

I had already uploaded the build to open testing, please can you download in mobile device, check multiplayer and can give some suggestions to fix this sync lost.

Game link :- https://play.google.com/store/apps/deta … nimalgoons

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Re: Sync Lost

Under Global Editor -> Network Options, try changing the following configurations:
Under Rollback Netcode:
- Max Fast-Forward Per Frame: 3000
- Input Buffer Size: 20
- Spawn Buffer Size: 30
- Rollback Balancing: Conservative

Frame Delay Netcode:
- Default Frame Delay: 4

Synchronization Test:
- Desync Action: Disabled
https://i.ibb.co/vvc61Hc/image.png

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Re: Sync Lost

Thanks i will try this and let you know.
Thank you so much for early reply, it will very helpful for me.

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4 (edited by gaurangranoliya 2023-11-29 06:05:03)

Re: Sync Lost

Now, there is sync delay in one device, sometimes on player1 round1 finished but player2 is still in round1.
So how to fix this?
https://drive.google.com/file/d/1bypILA … sp=sharing

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Re: Sync Lost

I recently fixed all desyncs:
https://www.youtube.com/watch?v=jCx3nPa0MJs
This is just a stress test pushing every variable to its limit.

Will have an update with all the fixes available in a couple weeks. Stay tunned.

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6 (edited by gaurangranoliya 2024-01-18 08:15:09)

Re: Sync Lost

I updated the UFE version to 2.6.0
Now i am facing some weird issues, not syncing the game.
When i used the Back+Power move then both players won't sync and have different reactions.
I am attaching the video.
https://drive.google.com/file/d/1DKA7GB … sp=sharing

I am attaching the screenshot of Global Config for Network Options.
https://drive.google.com/file/d/1LxiRNK … sp=sharing

If player has wrong rotation or wrong position, then it does not hit the opponent and game breaks.

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Re: Sync Lost

Seems related to that upwards projectile.

Did you add or make any changes to the code?
Did you run the map recorder for all your characters?
Can you replicate the issue using UFE's original templates?

Watch this video, it will help you narrow down possible causes:
https://youtu.be/j3B-lhd8JBw

gaurangranoliya wrote:

I am attaching the screenshot of Global Config for Network Options.

Try using these values. Its the default values on UFE 2.6.0:
https://i.ibb.co/K0yhmpR/image.png

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Re: Sync Lost

1. No, I did not make any changes to the code.
2. Yes i run the map recorder for all characters.
3. I will try to replicate using UFE's templates.

I will use your default settings for Network options.
Thanks for the reply, I will check it.

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Re: Sync Lost

I applied your settings to Network Options, still face same issue on upwards projectile.
It can be different forces are applied on opponent phone compared to player phone?
How can i fix this different forces applied on different devices?
Please help me, because there 4-5 projectiles having same issues and cannot remove that powers.

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Re: Sync Lost

gaurangranoliya wrote:

I applied your settings to Network Options, still face same issue on upwards projectile.

Those changes are not meant to fix the issues you are having, just to improve the online experience.

gaurangranoliya wrote:

It can be different forces are applied on opponent phone compared to player phone?
How can i fix this different forces applied on different devices?

The netcode has nothing to do with the devices you are testing it in. Plus, based on the video you showed, it seems the problem is happening in the editor as well.

Please help me, because there 4-5 projectiles having same issues and cannot remove that powers.

Its hard to understand your English sometimes, but sentences like this doesn't help me at all..
Here, read this: https://www.ufe3d.com/forum/viewtopic.php?id=374
I need you to help me so I can help you. Drama just slow things down.

3. I will try to replicate using UFE's templates.

Weren't you suppose to do this?
If I can't test or confirm the issue its impossible to provide any support.

- Make an upwards projectile just like you did in your game using a clean copy of UFE 2.6.0 using UFE's templates. Use one of the fireballs provided.
- Show me, step by step, how you made that projectile and a video showing the desync (just like you did before, this time using UFE templates only)

If it is in fact a bug, I'll figure out the issue and provide a patch in no time. But if we just go back to "please fix this" over and over without context, we are never moving forward.

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11 (edited by gaurangranoliya 2024-01-22 00:37:52)

Re: Sync Lost

"Please help me, because there 4-5 projectiles having same issues and cannot remove that powers."

Sorry that you didn't understand above lines, I was saying i am having same type of upward or downward projectiles hitting the opponent from sky or from the ground that depends on different types of characters.

I tried with the UFE template and face same issue.

The upward projectiles are clone on opponent position with offset instead of player who is throwing. So it looks coming from the ground and hit the opponent as shown in the video.

I attached the script to the fireball prefab which has code to reposition for opponent position and hit the opponent.

I am attaching one zip which has videos, moves and scripts as unity packages. Also attached screenshots of Fireball move and also add the "ProjectileEnemySpawn" script which is added to fireball prefab. If unity package is corrupted or give some errors from your side then you can use the screenshots and script directly.

Fireball move has only changes in projectiles and attached the "ProjectileEnemySpawn" script to fireball prefab, then you can achieve the same projectile as i am using it.

Also i map the robot kyle character and then only tested in photon multiplayer.

Sorry if cloning the prefab at opponent location and it creates the online desync issue, if you can give some suggestion for this it will be greatful to me.

https://drive.google.com/drive/folders/ … sp=sharing

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Re: Sync Lost

gaurangranoliya wrote:

"Please help me, because there 4-5 projectiles having same issues and cannot remove that powers."

Sorry that you didn't understand above lines, I was saying i am having same type of upward or downward projectiles hitting the opponent from sky or from the ground that depends on different types of characters.

I tried with the UFE template and face same issue.

The upward projectiles are clone on opponent position with offset instead of player who is throwing. So it looks coming from the ground and hit the opponent as shown in the video.

I attached the script to the fireball prefab which has code to reposition for opponent position and hit the opponent.

I am attaching one zip which has videos, moves and scripts as unity packages. Also attached screenshots of Fireball move and also add the "ProjectileEnemySpawn" script which is added to fireball prefab. If unity package is corrupted or give some errors from your side then you can use the screenshots and script directly.

Fireball move has only changes in projectiles and attached the "ProjectileEnemySpawn" script to fireball prefab, then you can achieve the same projectile as i am using it.

Also i map the robot kyle character and then only tested in photon multiplayer.

Sorry if cloning the prefab at opponent location and it creates the online desync issue, if you can give some suggestion for this it will be greatful to me.

https://drive.google.com/drive/folders/ … sp=sharing

I see now. You didn't change the core files, but you did create a script that changes how it behaves.
In "ProjectileEnemySpawn" you are modifying the position of the projectile without tracking the variables through UFENetcode.
Here, I rewrote the script for you:

using FPLibrary;
using UFE3D;
using UFENetcode;
using UnityEngine;

public class ProjectileEnemySpawn : UFEBehaviour, UFEInterface
{
    public int posFrameDelay;

    public Vector3 relativeEnemyPosition = Vector3.zero;
    public bool alwaysTouchGround = false;

    protected ProjectileMoveScript moveScript;
    protected FPVector recordedEnemyPosition;

    public override void UFEStart()
    {
        moveScript = GetComponent<ProjectileMoveScript>();

        if (moveScript)
        {
            FPVector offset = new FPVector(relativeEnemyPosition.x * -moveScript.opControlsScript.mirror, relativeEnemyPosition.y, relativeEnemyPosition.z);
            FPVector currentEnemyPos = moveScript.opControlsScript.worldTransform.position;
            recordedEnemyPosition = new FPVector(currentEnemyPos.x, alwaysTouchGround ? 0 : currentEnemyPos.y, currentEnemyPos.z) + offset;

            UFE.DelaySynchronizedAction(SetToEnemyPos, posFrameDelay);
        }
    }

    public void SetToEnemyPos()
    {
        moveScript.fpPos = recordedEnemyPosition;
    }
}

Notice I changed the reposition delay from seconds to frames (60 frames = 1 second).
See if that works.

For more on custom code check out this page:
https://www.ufe3d.com/doku.php/global:n … ustom_code

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Re: Sync Lost

Okay great.
Thanks for helping me.
I will check it.

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Re: Sync Lost

After playing many matches in online mode, It is now better from the last version.
But I can see some desync issue in some matches.
Like when any player punches in one device then opponent don't have actual that punch and no lose of life, so this type of issue is facing now. Means opponent miss the some punches or kicks or any move and desync happens in both device like player's are at different position and life is also different in both the devices.

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