Yes. But my game only works on iOS devices running around 30 FPS. That's not too bad is it? Framerates on iOS devices are capped at 60.
All of the movements of the clients work perfectly using tno.sendquickly. They move and sync on all devices. Its just the host who doesn't move on any device except his own. And this is only after the most recent update. On the client devices on the video on my prior post, it seems he only moves based on the updates of tnsyncrigidbody.
From what I've read, if there is no UPD then everything gets sent by TCP. On all my network usage tests, there is never a remote UDP address and there are no in Bytes from UDP. I don't think I have been successful establishing any UDP connections. So, if there is no UDP shouldn't tno.sendquickly work exactly like tno.send?
When I use tno.send the host and clients all move and sync properly. Its just choppy. Thats why I have been using tno.sendquickly.
IEnumerator MyNetworkUpdate()
{
for (;;) {
yield return new WaitForSeconds
(0
.2f
); if (tno.isMine) {
hc.rotatePublicY = rotate.AxisY;
mX = rotate.AxisX;
h = move.AxisX;
v = move.AxisY;
tno.SendQuickly (9, Target.All, v, mX, h, grounded);
}
}
}
I did attempt your suggestion, but the problem still exists using tno.sendquickly. It just seems odd. Maybe what I was doing wasn't right, but worked. And whatever you updated, made what I was doing obsolete. Perhaps, I'm going to have to redo my controller.
Beforehand, do you have any other suggestions?
Edit:
Curiously, I use the multipurpose starter kit with tnet integration for my starting point. I've updated tnet several times over it. I noticed the starter kit hasn't been updated in 18 mos. Do you think there may be any potential conflict because it hasn't been updated in awhile?