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Question by J-R-Wood · Apr 18, 2020 at 03:49 PM · networkingfpslag

Network.sendRate = 50; is that bad?

So i am making a multiplayer FPS game on Unity version 4, i had really skippy player movement though so i changed Network.sendRate to 50 instead of the default 15(i believe), my question is, will this cause performance issues later down the line or is 50 a normal number for FPS games, i looked around online but couldn't find anything on it maybe because everyone else uses a different version of unity nowadays.

disclaimer: i have the pro addition of unity 4 which is why i don't want to update to the newer expensive version of unity

And on an unrelated note check out my player movement script thus far. #pragma strict var walkStaticSpeed : float; var crawlStaticSpeed : float; var walkStaticSpeedDown : float; var crawlStaticSpeedDown : float;

 var walkSpeed : float;
 var crawlSpeed : float;
 var slideSpeed : float;
 var jumpSpeed : int;
 
 var isSlidding : boolean;
 var isJumping : boolean;
 var isWalking : boolean;
 var isCrawling : boolean;
 var cannotJumpSlide : boolean;
 var cannotMove : boolean;
 
 
 var idle : GameObject;
 var walking : GameObject;
 var slidding : GameObject;
 var jumping : GameObject;
 var crawling : GameObject;
 var crawlingIDLE : GameObject;
 var crawlingMOVE : GameObject;
 
 
 var animationState : int;
 
 var pHead : Transform;
 var pGun : Transform;
 
 var pHead_L1 : Transform;
 var pHead_L2 : Transform;
 var pHead_L3 : Transform;
 var pHead_L4 : Transform;
 var pHead_L5 : Transform;
 var pGun_L1 : Transform;
 var pGun_L2 : Transform;
 var pGun_L3 : Transform;
 var pGun_L4 : Transform;
 var pGun_L5 : Transform;
 
 var nView : NetworkView;
 
 function Start () {
 }
 
 @RPC
 function AnimState(AS : int)
 {
 if (AS==1)// && nView.isMine)
 {
 idle.SetActive(true);
 walking.SetActive(false);
 slidding.SetActive(false);
 jumping.SetActive(false);
 crawling.SetActive(false);
 pHead.position = pHead_L1.position;
 pGun.position = pGun_L1.position;
 pGun.rotation = pGun_L1.rotation;
 
 }
 if (AS==2)// && nView.isMine)
 {
 idle.SetActive(false);
 walking.SetActive(true);
 slidding.SetActive(false);
 jumping.SetActive(false);
 crawling.SetActive(false);
 pHead.position = pHead_L2.position;
 pGun.position = pGun_L2.position;
 pGun.rotation = pGun_L2.rotation;
 
 }
 if (AS==3)// && nView.isMine)
 {
 idle.SetActive(false);
 walking.SetActive(false);
 slidding.SetActive(true);
 jumping.SetActive(false);
 crawling.SetActive(false);
 pHead.position = pHead_L3.position;
 pGun.position = pGun_L3.position;
 pGun.rotation = pGun_L3.rotation;
 
 }
 if (AS==4)// && nView.isMine)
 {
 idle.SetActive(false);
 walking.SetActive(false);
 slidding.SetActive(false);
 jumping.SetActive(true);
 crawling.SetActive(false);
 pHead.position = pHead_L4.position;
 pGun.position = pGun_L4.position;
 pGun.rotation = pGun_L4.rotation;
 
 }
 if (AS==5)// && nView.isMine)
 {
 idle.SetActive(false);
 walking.SetActive(false);
 slidding.SetActive(false);
 jumping.SetActive(false);
 crawling.SetActive(true);
 pHead.position = pHead_L5.position;
 pGun.position = pGun_L5.position;
 pGun.rotation = pGun_L5.rotation;
 
 }
 }
 
 
 function Update () {
 if (Input.GetKeyDown("z") && nView.isMine)
 {
 crawlSpeed=crawlStaticSpeed;
 walkSpeed=walkStaticSpeed;
 cannotJumpSlide=false;
 isCrawling = !isCrawling;
 }
 if (isCrawling==true && nView.isMine)
 {
 walkSpeed=walkStaticSpeedDown;
 crawlSpeed=crawlStaticSpeedDown;
 cannotJumpSlide=true;
 animationState=5;
 nView.RPC("AnimState", RPCMode.All, 5);
 }else if (isCrawling==false && nView.isMine)
 {
 //do something i don't know.
 }
 
 if (isWalking==false && isJumping==false && isSlidding==false && isCrawling==false && nView.isMine)
 {
 animationState=1;
 nView.RPC("AnimState", RPCMode.All, 1);
 }
 
 
 if (Input.GetKeyUp("w") || Input.GetKeyUp("a") || Input.GetKeyUp("s") || Input.GetKeyUp("d") && nView.isMine)
 {
 crawlingIDLE.SetActive(true);
 crawlingMOVE.SetActive(false);
 isWalking=false;
 }
 
 //WARNING!WARNING!WARNING! this section involves walking in REGULAR MODE WARNING!WARNING!WARNING!
 if (Input.GetKey("w") && isSlidding==false && isJumping==false && isCrawling==false && nView.isMine)
 {
 isWalking=true;
 animationState=2;
 nView.RPC("AnimState", RPCMode.All, 2);
 transform.Translate(Vector3.forward * walkSpeed);
 }
 if (Input.GetKey("a") && isSlidding==false && isJumping==false && isCrawling==false && nView.isMine)
 {
 isWalking=true;
 animationState=2;
 nView.RPC("AnimState", RPCMode.All, 2);
 transform.Translate(Vector3.right * crawlSpeed);
 }
 if (Input.GetKey("s") && isSlidding==false && isJumping==false && isCrawling==false && nView.isMine)
 {
 isWalking=true;
 animationState=2;
 nView.RPC("AnimState", RPCMode.All, 2);
 transform.Translate(Vector3.forward * crawlSpeed);
 }
 if (Input.GetKey("d") && isSlidding==false && isJumping==false && isCrawling==false && nView.isMine)
 {
 isWalking=true;
 animationState=2;
 nView.RPC("AnimState", RPCMode.All, 2);
 transform.Translate(Vector3.left * crawlSpeed);
 }
 
 //WARNING!WARNING!WARNING! this section involves walking in JUMPING MODE WARNING!WARNING!WARNING!
 if (Input.GetKey("w") && isSlidding==false && isJumping==true && isCrawling==false && nView.isMine)
 {
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.forward * walkSpeed);
 }
 if (Input.GetKey("a") && isSlidding==false && isJumping==true && isCrawling==false && nView.isMine)
 {
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.right * crawlSpeed);
 }
 if (Input.GetKey("s") && isSlidding==false && isJumping==true && isCrawling==false && nView.isMine)
 {
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.forward * crawlSpeed);
 }
 if (Input.GetKey("d") && isSlidding==false && isJumping==true && isCrawling==false && nView.isMine)
 {
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.left * crawlSpeed);
 }
 
 //WARNING!WARNING!WARNING! this section involves walking in CRAWLING MODE WARNING!WARNING!WARNING!
 if (Input.GetKey("w") && isCrawling==true && nView.isMine)
 {
 crawlingMOVE.SetActive(true);
 crawlingIDLE.SetActive(false);
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.forward * walkSpeed);
 }
 if (Input.GetKey("a") && isCrawling==true && nView.isMine)
 {
 crawlingMOVE.SetActive(true);
 crawlingIDLE.SetActive(false);
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.right * crawlSpeed);
 }
 if (Input.GetKey("s") && isCrawling==true && nView.isMine)
 {
 crawlingMOVE.SetActive(true);
 crawlingIDLE.SetActive(false);
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 transform.Translate(Vector3.forward * crawlSpeed);
 }
 if (Input.GetKey("d") && isCrawling==true && nView.isMine)
 {
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 crawlingMOVE.SetActive(true);
 crawlingIDLE.SetActive(false);
 transform.Translate(Vector3.left * crawlSpeed);
 }
 
 
 
 
 
 //slidding
 if (Input.GetKeyDown("left shift") && Input.GetKey("w") && isSlidding==false && cannotJumpSlide==false && nView.isMine)
 {
 isSlidding=true;
 Slidding();
 animationState=3;
 nView.RPC("AnimState", RPCMode.All, 3);
 rigidbody.AddForce(transform.forward * slideSpeed, ForceMode.Impulse);
 }
 
 
 //jumping
 if (Input.GetKeyDown("space") && isJumping==false && cannotJumpSlide==false && nView.isMine)
 {
 isJumping=true;
 Jumping();
 animationState=4;
 nView.RPC("AnimState", RPCMode.All, 4);
 rigidbody.AddForce(transform.up * jumpSpeed, ForceMode.Impulse);
 }
 
 }
 function Jumping()
 {
 yield WaitForSeconds(0.8);
 isJumping=false;
 }
 function Slidding()
 {
 yield WaitForSeconds(1);
 isSlidding=false;
 }
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