Notes on Multiplayer Online Problems

Multi-person synchronization is required in the project, but it is only used to initialize and create position synchronization. The follow-up effect is affected by various physical factors. If the position and rotation are synchronized, it will cause a series of problems, so each client will perform follow-up calculations by itself, using replicate Perform local spatial synchronization. Some of them need to synchronize objects of 2 nautical miles, and the result exceeds the scope of synchronization elimination, causing the client to show that the object of the other party is destroyed. After modifying the net cull distance, it still cannot be solved (probably because the respective calculations did not perform position synchronization. The reason is just a guess and I didn’t go into it), and finally check the always relevant to solve it. After checking the option, it will force always synchronization, and use it with caution in the project! ! !

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Origin blog.csdn.net/qq769919187/article/details/99542994