Unity3d pay attention to message sending and delivery rate
Source: Internet
Author: User
Recently, I deployed a simple unity3d game server that can be accessed by multiple users, using TCP/IP protocol. After the renewal, it is successfully completed in the local hosts. However, the appearance of death occurs on multiple hosts. I did not find any problems after reading the code, but the problem still exists. Because TCP/IP is used, it is blocking, so it is basically confirmed and occurs on this protocol channel. I suddenly remembered that there was a sending rate in the U3D website settings, and the sending rate in the travel agent was on onupdate () and ongui () in these two methods, there are usually more than 60 times per second. Is it because your sending rate is too fast and the response on the current machine is fast, so there is no such problem, but due to the delay in the website, why? After the number of sending and sending rate is set and the sending rate is slow, the dead image disappears and works properly. It can be seen that during the migration of the client, you also need to fully examine the problem of refreshing speed and network speed.
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