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Make sure your multiplayer synchronizers are configured to not be 0s intervals (the default), this will send a packet each frame. Use the debugger to figure out what is sending the most data too. As for upper limits, I've tested a few of my games with around 10 people and the netcode started to break due to the issue mentioned before.
if you are sending continuous data (ie. position rotation) make sure its setup to interpolate between the received values or it will look choppy
Steps to reproduce
Run a test project with 10 people
Minimal reproduction project (For SDK or engine issues)
No response
Using a released version?
No
What OS? Any other relevant information? (V-Sekai version, Godot revision, System information)
Godot v4.4.beta unknown - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M2 Pro (Apple8) - Apple M2 Pro (12 threads)
The text was updated successfully, but these errors were encountered:
Issue description
From virtual
Steps to reproduce
Run a test project with 10 people
Minimal reproduction project (For SDK or engine issues)
No response
Using a released version?
No
What OS? Any other relevant information? (V-Sekai version, Godot revision, System information)
Godot v4.4.beta unknown - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M2 Pro (Apple8) - Apple M2 Pro (12 threads)
The text was updated successfully, but these errors were encountered: