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problems with BlueBox and the Unity API

Posted: 14 Jun 2012, 20:41
by unitologist
So I'm using some of the FPS tutorial code and trying it with Bluebox. Something about sending transform updates bogs down Unity heavily.
After spending some time in the unity profiler it looks like the something in the client API uses tons of CPU time when switching to BlueBox.
Sending an ExtensionRequest without bluebox: 2% CPU
Sending an ExtensionRequest WITH bluebox: 98% CPU

Is there any way I can fix that?

Re: problems with BlueBox and the Unity API

Posted: 15 Jun 2012, 22:22
by unitologist
anyone alive in here?

Re: problems with BlueBox and the Unity API

Posted: 19 Jun 2012, 09:09
by ThomasLund
Yep - definitely alive.

Are you sending transforms ever 30 ms via bluebox/http? Without any further optimizations, that will definitely go wrong performance wise. Bluebox is not a high performance real time solution, but a backup for people behind firewalls that do not allow the binary protocol.

/Thomas

Re: problems with BlueBox and the Unity API

Posted: 19 Jun 2012, 16:07
by unitologist
I played with the rate even setting it to half a second but it would still produce big spikes in the profiler and cause stutter.

Re: problems with BlueBox and the Unity API

Posted: 03 Jul 2012, 09:54
by ThomasLund
Yes - its basically simulating a webbrowser inside the API and calling a webserver in the other end. This is not!! high performance and any kind of realtime game should really not use this approach. It simply wont be fast enough for what you need.

/Thomas

Re: problems with BlueBox and the Unity API

Posted: 03 Jul 2012, 18:25
by unitologist
This isn't a first person shooter but it's not turned based either. It's more of a virtual world type deal. I'm fine with the slower rate and some lag I just don't want the stutter. It seems like there is more overhead encoding for bluebox? Is there anything else I can do to tune this? I also get a lot of dropped connections.