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Short SyncTimer not detected on client when low tickrate

Open maxkratt opened this issue 1 year ago • 0 comments

General Unity version: 2022.3.16f1 Fish-Networking version: 4.3.3 Discord link: https://discord.com/channels/424284635074134018/1245275775939383350

Description When a SyncTimer is started with a short time such as 0.01 and the tickrate is not very high for example 30, then non-host clients can miss the Finished OnChange event.

Replication Steps to reproduce the behavior:

  1. Import example package and run two copies of the game
  2. Click the "START TIMER SHORT" or "START TIMER LONG" buttons on the server to start sort and long timers.
  3. The solo client will correctly print "The timer has completed!" for the long timer but not the short one.
  4. If you max out the server tick rate then the solo client will receive the log for the short timer.

Expected behavior The solo client should detect the timer finishing on any tickrate.

Example Files SyncTimerBug.zip

maxkratt avatar Jun 03 '24 11:06 maxkratt