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global:network [2024/01/02 22:35]
Mistermind
global:network [2024/01/02 23:38] (current)
Mistermind
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 ===== Network Options ===== ===== Network Options =====
-**UFE 2** comes with a completely revision of its core physics and network mechanics. The second iteration allows you to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// (similar to [[https://en.wikipedia.org/wiki/GGPO|GGPO]]) and //deterministic physics//. The netcode also uses raw //manual tracking// to its own variables, optimizing CPU usage (including mobile devices).\\+UFE 2 comes with a completely revision of its core physics and network mechanics. The second iteration allows you to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// (similar to [[https://en.wikipedia.org/wiki/GGPO|GGPO]]) and //deterministic physics//. The netcode also uses raw //manual tracking// to its own variables, optimizing CPU usage (including mobile devices).\\
 The new network options also comes with its own client/server structure (using Photon Network or UNet) allowing direct player connection without the use of IP. The new network options also comes with its own client/server structure (using Photon Network or UNet) allowing direct player connection without the use of IP.
  
 For detailed instructions on UFE 2 Netcode and how to convert your previous UFE 1.x project, [[global:netcode|click here]]. For detailed instructions on UFE 2 Netcode and how to convert your previous UFE 1.x project, [[global:netcode|click here]].
 +
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 {{ :global:global_networkoptions.png |}} {{ :global:global_networkoptions.png |}}
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 ==== Rollback Netcode ==== ==== Rollback Netcode ====
  
-**Allow Rollbacks:** Enable Rollbacks in your game (Make sure you've gone through [[global:netcode|setup]]).+**Available only on PRO and Source licenses**
  
-**Track UFE Variables:** Toggle so UFE will use the //auto tracking// technique to search for its interface (''UFEInterface'') and attributed variables (''RecordVar''on its own instantiated classes. The deeper a variable is from the UFE instance, the more CPU power it consumes.+**Allow Rollbacks:** Enable Rollbacks in your game (Make sure you've gone through [[global:netcode|setup]]).
  
 **Max Fast-Forward Per Frame:** When using rollback, depending on the distance between packages sent, how many frames can your game recover from. The more frames, the more CPU power it needs. **Max Fast-Forward Per Frame:** When using rollback, depending on the distance between packages sent, how many frames can your game recover from. The more frames, the more CPU power it needs.
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   * //Conservative:// One player feels the effects of rollback more often the other.   * //Conservative:// One player feels the effects of rollback more often the other.
   * //Aggressive:// Both players share the same impact when a rollback is needed to stabilize the connection. Use this option to "share" the impact of a rollback between players (recommended).   * //Aggressive:// Both players share the same impact when a rollback is needed to stabilize the connection. Use this option to "share" the impact of a rollback between players (recommended).
 +
 +**Track UFE Variables (disabled):** Toggle so UFE will use the //auto tracking// technique to search for its interface (''UFEInterface'') and attributed variables (''RecordVar'') on its own instantiated classes. The deeper a variable is from the UFE instance, the more CPU power it consumes.
  
  
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 ====== Hints ====== ====== Hints ======
 Networking is a relatively complicated aspect of the engine. Don't be alarmed if you can't get running at first. Here are a few hints to help out on common issues: Networking is a relatively complicated aspect of the engine. Don't be alarmed if you can't get running at first. Here are a few hints to help out on common issues:
-  * If you are having trouble connecting to the other peers, you might need to work on your router's [[http://portforward.com/|port forwarding]]. 
   * If you are experiencing lag, try changing the hosting option and protocol under 'PhotonServerSettings'. For more information on Photon options, [[https://doc.photonengine.com/en-us/pun/current/getting-started/initial-setup|click here]].   * If you are experiencing lag, try changing the hosting option and protocol under 'PhotonServerSettings'. For more information on Photon options, [[https://doc.photonengine.com/en-us/pun/current/getting-started/initial-setup|click here]].
   * Make sure you have no 'self-destruct' scripts attached to your particle effects. UFE needs to control the spawn and despawn of every GameObject. If you need to use one, use ''UFE\Engine\Scripts\DestroyScript.cs'' instead.   * Make sure you have no 'self-destruct' scripts attached to your particle effects. UFE needs to control the spawn and despawn of every GameObject. If you need to use one, use ''UFE\Engine\Scripts\DestroyScript.cs'' instead.
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-====== Video Tutorial ======+====== Related Videos ======
 {{youtube>-dmVAf_cyN8?medium}} {{youtube>-dmVAf_cyN8?medium}}
 +{{youtube>j3B-lhd8JBw?medium}}
  
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global/network.1704252900.txt.gz · Last modified: 2024/01/02 22:35 by Mistermind