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Question by ThinhHB · Apr 15, 2017 at 04:07 AM · networkingmultiplayermultiplayer-networkingping

UNET : RTT on Local Network look high (around 50~60)

Hi everyone, I'm testing the RTT (Round Trip time) in the Local Network with UNET, the results look high, like I said in the topic's title, it get around 50-60ms. The RTT on LAN should be lower than that, maybe around 5~10ms.

My testing code is very simple : the Local client send a message to server and save the current time stamp (sentTime), when local client receive the reply from server, it compare the current time with the sentTime -> got the RTT. Here's the code (very simple)

 float _sentTime;
 void LocalCheckPingViaCmdRpc()
 {
     _sentTime = Time.time;
     CmdServerReceiveCheckingPingRequest();
 }
 
 [Command]
 void CmdServerReceiveCheckingPingRequest()
 {
     RpcClientReceiveCheckingPingMessageFromServer();
 }
 
 [ClientRpc]
 void RpcClientReceiveCheckingPingMessageFromServer()
 {
     if (isLocalPlayer)
     {
         var RTT = (Time.time - _sentTime) * 1000f;
         Debug.LogFormat("Cmd, Rpc -> RTT : {0}", RTT);
     }
 }

You can check out my testing project in Github. I've also tried use NetworkMessage, and switch between Reliable and Unreliable channel but I got the same results.

If the RTT on LocalNetwork got that high, I think when I deploy my game on a dedicated server, it'll got higher, and that not good for some of my real-time multiplayer projects.

Does anyone face the same problem like this before ? Or I've missed some configurations ? Please give me some advices. Thanks so much.

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avatar image MihkelT · Mar 25, 2020 at 07:11 PM 0
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Hey, I have similar issue here, no answers: https://answers.unity.com/questions/1696469/unity-unet-command-clientrpc-roundtrip-time-is-une.html

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Answer by yusufdemir2012 · Jan 18, 2018 at 07:39 PM

Have you found a result?

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