James Frowen

Results 25 comments of James Frowen

This seems like a misunderstanding of the `sync interval`. `sync interval` is a variable interval not a fixed interval (think update vs fixedupdate) As `sync interval` is designed atm it...

> Just because it is variable does not mean there should have such a large error in the actual sync interval. there is not a larger error, you are taking...

They might sound simple, but there are potential problems too. Lets say sync rate is 20hz. What if the server lags for a few seconds and is only to send...

The ideal setup is to have have a custom update loop that runs **Game Update** and then **network update**. This is what systems like Client side prediction do, where you...

It makes the system a lot more complicated, making it semi-fixed but not really fixed rate because there is a max set by framerate. I dont see the end goal....

> Fixed update is used for physics simulation, it does not always run at a fixed interval. Yes it does, Every fixed update will have `Time.FixedDeltaTime` the same, now that...

I'll need an simple example project to debug this as I can't see any more mistakes with the code

This probably has something to do with Weaver, Mirror re-complies the dlls that unity builds to process networking stuff so the final dll is not always the same code as...

this is what should be doing it, I'm not sure why it isn't working https://github.com/vis2k/Mirror/blob/master/.releaserc.yml

I think that release happens after the package is generated, you'll need to fine a way to echo the version into the text file before the package is created