1 (edited by osamamasood26 2023-07-06 04:22:01)

Topic: Network problem and Multiplayer system in UFE

Using latest version of UFE 2 Source
I'm working on multiplayer of UFE. The problem I facing is the syncing problem

one player is wins the game while other player still play with opponent with full health.


Syncronization lost error
pause only worked while in playmode error
NullReferenceException: Object reference not set to an instance of an object
  at FluxSyncState..ctor (FluxStates state) [0x00122] in F:\Builder Project\testUFENew\Assets\UFE\Engine\Scripts\Core\Network\States\FluxSyncState.cs:81
  at FluxCapacitor.DoFixedUpdate () [0x00583] in F:\Builder Project\testUFENew\Assets\UFE\Engine\Scripts\Core\Network\Netcode\FluxCapacitor.cs:316
  at UFE.FixedUpdate () [0x0002f] in F:\Builder Project\testUFENew\Assets\UFE\Engine\Scripts\Core\Manager\UFE.cs:2610

https://drive.google.com/file/d/1m5y7py … drive_link

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Re: Network problem and Multiplayer system in UFE

Are you using Rollback netcode?
Did you record the character's animation maps?
Does this problem also happen with the template files?
Also, watch these videos:
https://www.youtube.com/watch?v=-dmVAf_cyN8
https://www.youtube.com/watch?v=j3B-lhd8JBw

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Re: Network problem and Multiplayer system in UFE

Yes I'm using Rollback netcode.
Yes i record character's animation map
Yes this problem happens in template

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Re: Network problem and Multiplayer system in UFE

I found an issue involving afk clips (under Character Editor -> Move Sets -> Basic Moves -> Idle) causing desynchronization. Maybe its related to your problem.

I'm currently looking for a solution, but in the meantime try removing any afk clip currently assigned to any of your characters.

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Re: Network problem and Multiplayer system in UFE

No. I didn't add any afk clip.

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Re: Network problem and Multiplayer system in UFE

Can you replicate the issue? (so I can try replicating it myself)

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Re: Network problem and Multiplayer system in UFE

The issue I facing is players desync.
First it works well but at the mid of the game or any other point.
Player 1 wins and on the other side player 2 wins at the same time.
If player 1 wins both rounds then match complete screen shows but on the other side player 2 still playing with player 1.
means there is latency in game.
Hope you understand my problem.
I can't share any video because the project is confidential

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Re: Network problem and Multiplayer system in UFE

Mistermind wrote:

Can you replicate the issue? (so I can try replicating it myself)

Dear Mistermind

I am developing a fighting game using UFE and believe I am experiencing the same issue as Osamamasood26 is.  Did you ever find a solution for this as currently we cant trust the game to stay in sync.  I can confirm for my project that I am using the animation maps (I have baked these anims to be certain and verified that the information has been created as it showed up in our GIT repo). Both computers are running exactly the same version of the game.  Sometimes A game will go through without issue and others it will completely de-sync and both computers will be in different states.  They do not however disconnect.

I have also tested this on two computers in the physical same room, still going out to the PUN2 server (EU region) and the problem does not seem to be as severe but can occasionally happen.  I haven't been able to ascertain what is causing this although my suspicion is that it may be when there is a lag spike.  There is a limit to what I can share due to confidentiality however I can share the network settings.

LAN Games (default settings)
Animation control (Force UFE animation Control checked)
Package options (16 bits, every frame , only send input changes checked)
Rollback Netcode (enable rollback checked, max fast forward 30,input buffer 360, spawn buffer size 30, rollback balance aggressive)

Frame delay type (fixed)
Default Frame Delay (3)
Desync action (disconnect)
Float desync threshold  (0.001 but this is greyed out unless I enable the playback tool).

Any help will be very much appreciated as this unfortunately a game killing issue.

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