Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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The Unity client is experiencing some great lag, seemingly coming from PlayerIO's side. We can't really see anything that would be a problem on our end. We've contacted them but to no avail (yet). We've sent them some code and while we wait for PlayerIO to fix the lag on their end, if anyone wants to have a look at the code and see if we can fix anything, always welcome!
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I don't quite understand. Is this lag influenced in any way because the use of Unity Client over Flash?
Edit:
I also noticed that the commit is 20 days old. I guess you contacted PlayerIO on this issue in about the same moment.
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I don't quite understand. Is this lag influenced in any way because the use of Unity Client over Flash?
Edit:
I also noticed that the commit is 20 days old. I guess you contacted PlayerIO on this issue in about the same moment.
Yes, the Unity client lags while Flash does not.
It has been quite a while since when I first contacted them indeed.
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Ill test tomorrow, but from what I have seen I think SendMessages method is the cause.
WaitForSeconds(0.001f)
Presumptively the connection doesn't have enough time to breath.
I just don't think somebody has to send data every 1 milliseconds... You may know better since I guess you can track this statistic using current EE code.
Also I think PlayerIO was made to handle better multiple requests from multiple connections than to one only.
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I don't know anything about unity, but this documentation line sounds like something I would screw up, go back and read, and realize I missed some annoying special-case jargon.
- WaitForSeconds will allow the coroutine to resume on the first frame after 't' seconds has passed, not exactly after 't' seconds has passed.
So... is the frame working? idk, but it looks like the WaitForSeconds might not do what you want it to do.
But, at the same time, the issue is purportedly not specific to this implementation of the demo, zumza. If the Unity client connects to the same server that the flash client connects to... same room, all that, and its only the client that lags, then it is probably some token issue in the EE Unity code (or the PlayerIO unity). So arguably the WaitForSeconds isn't the issue unless it is improperly used in both projects. (?)
edit: on that thought, truly pausing for 1ms using this function and waiting for the frame to fire means that you're expecting every frame to fire off at >= 1000 frames per second. I think.
edit2: unless they let the timers elapse on top of themselves
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Oh, I thought that the demo is generally slower than the EE Flash client.
If you have the same implementation on Flash side, perhaps would be useful to post on github as well.
Anyways our discussion are kind of futile unless we do real tests. Im so sad I cant until tomorrow ;(
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Client side code simulates heavy communication in room by sending "ping" message every 1ms. Note that it doesn't matter from where these messages are sent. If they were sent from separate client we still would be getting same responsiveness problems as here.
This WaitForSeconds thing was only made for the purpose of demonstrating the issue in as minimal project as possible. From my analysis the issue is somewhere within the messages processing part of the Unity PlayerIO library and this demo shows it by simulating messages sent by players playing the world. You could reproduce the issue by removing that part and sending messages from outside of the client code.
If you run it you can watch how each next message gets higher and higher delay to be returned.
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My first instinct was to blame the Unity PlayerIO library too.
But IIRC while PlayerIO was under Yahoo they were showing off with 3D games made in Unity.
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one of my friends sended me this.
one of my friends sended me this.
http://img.imgland.net/D36AB68.png
It won't hurt me. I would rather play in a client than in a webbrowser.
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GermanPower68 wrote:one of my friends sended me this.
http://img.imgland.net/D36AB68.pngIt won't hurt me. I would rather play in a client than in a webbrowser.
Yeah. Even the minimal EE website tends to struggle on chrome, so a client will be a lot better.
Anyway chrome is probably #1 browser if nothing uses flash because it's ultra fast with HTML5 and junk.
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one of my friends sended me this.
http://img.imgland.net/D36AB68.png
but the thing is that it won't run in unity web client, it will run in something else Plus unity client still exists sooooo
(and if its only firefox it wont cause much harm)
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GermanPower68 wrote:one of my friends sended me this.
http://img.imgland.net/D36AB68.pngbut the thing is that it won't run in unity web client, it will run in something else Plus unity client still exists sooooo
(and if its only firefox it wont cause much harm)
Not only firefox. Firefox is dropping support in the future, chrome's support has been dropped for a while, and IE/edge I'm pretty sure never had support to begin with.
"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto
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Not only firefox. Firefox is dropping support in the future, chrome's support has been dropped for a while, and IE/edge I'm pretty sure never had support to begin with.
IE, FF, Safari and Opera have support (https://unity3d.com/webplayer)
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Not even a replay from them on this issue, Nou?
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Got a reply, see here: http://forums.everybodyedits.com/viewtopic.php?id=36677
Topic closed now
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