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Client to Server RPC #29
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Hi. There is already similar mechanism inside HumanControllerLoigc - SendRequest |
Yes, I saw it. It is tied to the HumanController. I considered to replace or unify it, but for compatibility reason I started with a separate implementation first. |
What do you suggest? |
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@ltwlf i planned to add more complete Client->Server RPCs. But for stability of game logic and correct prediction/and confirmation they should be included into input packets. And they possibly will be a bit unreliable (when input on server skipped because of long network delay) |
I understand. I actually would need both reliable and unreliable data channels. In XR, I have to send a large volume of transform data from the client and synchronize it with other clients, and it’s acceptable if some of that data is lost. For the XR Rig/Controllers I user HumanController inputs. And previously, when a user moved an object, I sent that information via unreliable packets, but the routing to all the relevant entities became too cumbersome. So, you go ahead and implement this yourself, and I'll cancel my PR? |
I need some time to think, currently i'm a bit busy because of daily work. I will look closer on weekends |
Hey guys,
Thank you for the excellent work on this library! I’m using it for a Unity XR project. XR-real-time requirements differ from those of typical games, so I needed to make a few changes.
Here’s what I’ve done in step 1:
I’m not entirely sure if I can keep everything in sync long-term, or if you’re open to contributions.
I’d love to hear any feedback you might have!
Best, Christian