miladzarrin1 wrote:Hey, thanks for the points.
It'll work if I set those settings, but then the game is slowmotion (I disabled the roleback netcode) and when I set them back on, it's two local fights again.
I do test it behind a vpn. But the thing is when I build for PC, it works nicely. with the same internet connection. Why is that in the WebGL version it behaves this way?
Thanks
Its hard to say what is going on without a way to replicate it myself.
I ran multiple online tests with the WebGL version (including using VPN) and it seems to work well on my end. The only time it didn't work was when I attempted to play against this customer from Russia. Their connection speed was relatively slow (around 2 mbps) and they too were behind a VPN. According to their reports, not even local tests were working on their end. Unfortunately there is not much more information about this case to draw a conclusion.
As for any kind of instability with WebGL, all I know is that WebGL is a relatively new platform created shortly after the deprecation of the Unity Player. Based on my experience working with Unity (not just UFE), the platform is known for being memory demanding and somewhat unstable. The lack of a useful information log also makes it hard to debug, and more often than not, the solutions have little to do with the problem.
Best thing I can tell you is to keep an eye on WebGL updates and if you do figure something out, share your findings with the community. The more information we have the easier it is to find the problem.
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