SFS Lag issues
Posted: 21 Sep 2010, 15:10
Hello,
We have a game with character movement, animations and chat (as well as other features, but they are not hooked up or using SFS). Its really more of a chat world with a few extra features.
At any rate, on a LAN the game works fine, but when internet testing with our friends, even using interploation code, the characters look like they are pushing and pulling about every few seconds.
Additionally, the animations, that play and appear fine on LAN, start to get stuck when playing over internet.
We are really in a bind, as we missed our release, but all the other features in our app are ready and tested, but we cant figure out how to solve this lag/interpolation/syncing issue.
I hate to admit it, but out of desperation we are considering yanking SFS and going to Photon. It seems kind of crazy to be so close and pull out the entire networking piece. im sure there has to be some kind of solution on SFS to make this work. That being said, people on the unity forums have been equating SFS to 'use for small games' and Photon for large scale applications.
Is that true?
It seems a little hard to believe that SFS cant handle very large usage.
Im a pro licensed customer, so getting rid of it is losing time and what we spent on the licenses.
--> No disrespect meant here, I really want SFS to work, and I'm sure there has to be some kind of fix for this. Unfortunately, we are not sure what that is and are just trying everything we can think of in hopes that this issue will be fixed. I really liked SFS, and hope we can make it work.
Are there any experts out there willing to take a look at our network specific code? We would be happy to pay for some help, or official support to solve this. In fact, overjoyed, we are in real trouble here.
Thanks for reading,
Long live the SFS!
We have a game with character movement, animations and chat (as well as other features, but they are not hooked up or using SFS). Its really more of a chat world with a few extra features.
At any rate, on a LAN the game works fine, but when internet testing with our friends, even using interploation code, the characters look like they are pushing and pulling about every few seconds.
Additionally, the animations, that play and appear fine on LAN, start to get stuck when playing over internet.
We are really in a bind, as we missed our release, but all the other features in our app are ready and tested, but we cant figure out how to solve this lag/interpolation/syncing issue.
I hate to admit it, but out of desperation we are considering yanking SFS and going to Photon. It seems kind of crazy to be so close and pull out the entire networking piece. im sure there has to be some kind of solution on SFS to make this work. That being said, people on the unity forums have been equating SFS to 'use for small games' and Photon for large scale applications.
Is that true?
It seems a little hard to believe that SFS cant handle very large usage.
Im a pro licensed customer, so getting rid of it is losing time and what we spent on the licenses.
--> No disrespect meant here, I really want SFS to work, and I'm sure there has to be some kind of fix for this. Unfortunately, we are not sure what that is and are just trying everything we can think of in hopes that this issue will be fixed. I really liked SFS, and hope we can make it work.
Are there any experts out there willing to take a look at our network specific code? We would be happy to pay for some help, or official support to solve this. In fact, overjoyed, we are in real trouble here.
Thanks for reading,
Long live the SFS!