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#ActualSimonForsman

Posted 02 February 2013 - 07:00 AM

Butabee, on 02 Feb 2013 - 01:25, said:
Oh, damn, for some reason I was thinking I'd only have to send players*update rate*update load from the server to players. Looks like I'll have to scale it back.

You can't adjust update rate on a networkview basis. Wish I could but nope. Unity's networking isn't real flexable.

I want to keep things as simple as possible and use the default networking. Kinda sucks but oh well.

There are a few more scalable networking solutions available that you can use instead, Photon is pretty popular, very scalable and not that difficult to use. you can also use .Net sockets directly. (Sockets or custom networking modules are not available for iOS/Android unless you buy the pro version).

#1SimonForsman

Posted 02 February 2013 - 06:55 AM

Butabee, on 02 Feb 2013 - 01:25, said:
Oh, damn, for some reason I was thinking I'd only have to send players*update rate*update load from the server to players. Looks like I'll have to scale it back.

You can't adjust update rate on a networkview basis. Wish I could but nope. Unity's networking isn't real flexable.

I want to keep things as simple as possible and use the default networking. Kinda sucks but oh well.

There are a few more scalable networking solutions available that you can use instead, Photon is pretty popular, very scalable and not that difficult to use. you can also use .Net sockets directly. (Sockets or custom networking modules are not available for iOS/Android unless you buy the pro version)

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