[英]Networking player bug UNITY
Hello i have a spawning problem when i start google service RealTime both player are lagging and one player is bugged into ground collider.您好,当我启动 google 服务 RealTime 时,我遇到了一个生成问题,两个玩家都在滞后,一个玩家被窃听到地面对撞机。 Here is Animation:
这是动画:
Here is my sending script from client:这是我从客户端发送的脚本:
void Update()
{
if (player == PlayerOne) {
string PlayerOneData = "PlayerOne" + ":" + player.transform.position.x + ":" + player.transform.position.y;
byte[] PlayerOneDataArr = System.Text.ASCIIEncoding.Default.GetBytes(PlayerOneData);
PlayGamesPlatform.Instance.RealTime.SendMessageToAll(false, PlayerOneDataArr);
// Camera.main.GetComponent<CameraFollow>().setTarget(PlayerOne.transform);
textik.text = "PlayerOne upload " + PlayerOneData;
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary)
{
Vector2 touchPosition = Input.GetTouch(0).position;
double halfScreen = Screen.width / 2.0;
if (touchPosition.x < halfScreen)
{
player.transform.Translate(Vector3.left * 10 * Time.deltaTime);
}
else if (touchPosition.x > halfScreen)
{
player.transform.Translate(Vector3.right * 10 * Time.deltaTime);
}
}
}
else if (player == PlayerTwo)
{
string PlayerTwoData = "PlayerTwo" + ":" + player.transform.position.x + ":" + player.transform.position.y;
byte[] PlayerTwoDataArr = System.Text.ASCIIEncoding.Default.GetBytes(PlayerTwoData);
PlayGamesPlatform.Instance.RealTime.SendMessageToAll(false, PlayerTwoDataArr);
//Camera.main.GetComponent<CameraFollow>().setTarget(PlayerTwo.transform);
textik.text = "PlayerTwo upload" + PlayerTwoData;
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary)
{
Vector2 touchPosition = Input.GetTouch(0).position;
double halfScreen = Screen.width / 2.0;
//Check if it is left or right?
if (touchPosition.x < halfScreen)
{
player.transform.Translate(Vector3.left * 10 * Time.deltaTime);
}
else if (touchPosition.x > halfScreen)
{
player.transform.Translate(Vector3.right * 10 * Time.deltaTime);
}
}
}
}
And this is my receive function:这是我的接收功能:
public void OnRealTimeMessageReceived(bool IsReliable, string SenderId, byte[] data)
{
string position = System.Text.Encoding.Default.GetString(data);
string[] raw = position.Split(new string[] { ":" }, System.StringSplitOptions.RemoveEmptyEntries);
if (!IsReliable)
{
if (raw[0] == "PlayerOne")
{
PlayerOne.transform.position = new Vector2(System.Convert.ToSingle(raw[1]), System.Convert.ToSingle(raw[2]));
textik2.text = "PlayerOne PRIJAL " + position;
}
if (raw[0] == "PlayerTwo")
{
PlayerTwo.transform.position=new Vector2(System.Convert.ToSingle(raw[1]), System.Convert.ToSingle(raw[2]));
textik2.text = "PlayerTWO prijal " + position;
}
}
}
My prefab are seetup as :我的预制件被设置为:
Thanks for any Ideas or any help感谢您的任何想法或任何帮助
How often are you sending data?你多久发送一次数据? Make sure you are not sending too often.
确保您发送的频率不高。 Make sure you interpolate between transmitted positions.
确保在传输的位置之间进行插值。
I can recommend Unitys basic networking example:我可以推荐 Unitys 基本网络示例:
https://unity3d.com/de/learn/tutorials/topics/multiplayer-networking/network-manager?playlist=29690 https://unity3d.com/de/learn/tutorials/topics/multiplayer-networking/network-manager?playlist=29690
You can get it to work in 10 minutes.您可以在 10 分钟内使其工作。 No server needed
不需要服务器
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