Search Issue Tracker
By Design
Votes
0
Found in [Package]
netcode-gameobjects-1.8.1
Issue ID
MTTB-137
Regression
No
[GH-2934] NetworkEarlyUpdate causing game to lag significantly ON ANDROID
[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!
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- URP Realtime reflection probes do not update when RenderProbe() is being called once per second
- Addressable terrain shader variants are stripped from the Player
- [iOS] Debug.Log() appears as <private> in Console app
- UI stays in the background when it is disabled in simulator
- A wrong log file is attached when project is launched with a "-logFile" command line argument
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