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In Progress

In Progress in 1.2.X

Votes

0

Found in [Package]

1.2.1

Issue ID

N4EBUG-109

Regression

No

Netcode for Entities resending static-optimized entities for large entity counts

Package: Unity Netcode

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Reproduction steps:
1. Open the attached project “netcodePW”
2. Open the “Assets/Scenes/SampleScene” Scene
3. In the Hierarchy window select SharedData > StaticSpawner Entity
4. In the Inspector window under the “Sphere Spawner Authoring” script change the “How Many” value to 30000 or a higher number
5. Enter the Play mode
6. Open the “Unity NetDbg” Netcode debugger in a browser (Multiplayer > Window: NetDbg (Browser))
7. Wait until the Console window in the Editor shows that all Ghosts are initialized and Inspect the network traffic in the Netcode debugger

Expected result: The network traffic clears up after initializing all static Ghosts
Actual result: The network traffic stays cluttered for a long time after all the static Ghosts are initialized

Reproducible with: 1.0.17 (2022.3.28f1), 1.2.1 (2022.3.28f1, 6000.0.1f1)

Reproducible on: macOS 14.4.1
Not reproducible on: No other environment tested

Note: After some time the network traffic clears up after a few minutes if 30000 or fewer static Ghosts are used, it takes much more time to clear up if 50000 or more are used

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