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Found in [Package]

netcode-gameobjects-1.8.1

Issue ID

MTTB-137

Regression

No

[GH-2934] NetworkEarlyUpdate causing game to lag significantly ON ANDROID

Package: Multiplayer Netcode for GameObjects

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[https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2934]
h3. Description

NetworkEarlyUpdate taking WAY too long in profiler.

!333012145-5d956c99-840b-4db4-af0b-155401958e0d.png!

This happens every 3-5 frames in my game, ONLY ON ANDROID. To be clear, I'm not assigning values to a FixedString network variable frequently anywhere in my code. Yet, this network message is taking up so much frame time so frequently (25-35%). I think this might be related to #2920 , as my project was suffering from that bug too. On 1.8.1, I also have this problem.
h3. Environment

  • OS: Windows 10
  • Unity Version: 2021.3.38f1
  • Netcode Version: 1.9.1, 1.8.1

h3. Additional Context

This is the code for my NetworkString struct I'm using now, since FixedString doesn't work on its own. See issue #2920

!333013950-310b45e4-5341-431e-a15e-717292ea8fbb.png!

  1. Resolution Note:

    User was using too many Rpc calls and he was leaving the Multiplayer Tools in their release build on Android.

    Noel provided support in the GitHub. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2934

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