Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Godot Engine netcode breaks around 10 connected people #502

Open
fire opened this issue Feb 10, 2025 · 0 comments
Open

Godot Engine netcode breaks around 10 connected people #502

fire opened this issue Feb 10, 2025 · 0 comments
Labels
bug Something isn't working

Comments

@fire
Copy link
Member

fire commented Feb 10, 2025

Issue description

From virtual

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)

@fire fire added the bug Something isn't working label Feb 10, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

1 participant