I am a dev and I say why it was lagging. Vsync is basicly making maximun fps of the game to the maximum fps of your computer screen. Basicly Ig thats unity's problem, but when you enable vsync on web, some browsers cant find the amount of fps you have on the monitor. A solution for this could be adding a variable for vsync, and setting it to false if it is a web client.
@Bananenbauer1234 ай бұрын
That's actually a good point, disable specifically for web client, or whenever the browser fails to get a valid reading.
@halflove16644 ай бұрын
I appreciate you walking through how you went about troubleshooting the rubberbanding issue, it was cool to see how you compared the network graph to using keyboard input
@jason.-_-.games84 ай бұрын
I will buy it when it appears on steam
@EphemeralRhythm4 ай бұрын
Just dropping a comment to boost the algorithm, don't mind me.
@mahdpup4 ай бұрын
Just found your stuff recently, and am absolutely loving the vibe Noia has! Definitely going to give it a try with some friends, and I look forward to seeing where it goes! Also new to game dev myself, so seeing these weird bugs and option interactions is both useful and fascinating!
@VoylinsGamedevJourney4 ай бұрын
Hahah I remember lag being sucha big issue in older games when I got into pc gaming, probably the biggest reason why I didn't really like online games at first, but playing with other people in mmo games is so much more fun though ^^
@jackie.libra034 ай бұрын
It makes sense now how holding down the arrow keys made rubber-banding worse
@noiadev4 ай бұрын
If you understand it, that's good. I don't understand why vsync caused it.
@Zizaco4 ай бұрын
You are very brave! Making web builds with Unity is really difficult. Great video
@noiadev4 ай бұрын
When I was hosting the web client myself it was a giant nightmare to get IIS to play nice. Then I found itch.io and they are all setup to host web apps with nearly no work. They do require a web SSL if your app connects to a server, which is good on them.
@galarawr4 ай бұрын
dude fixed what Ark couldn't for YEARS. it might even still be that way I quit forever ago
@Matdrox4 ай бұрын
That PixelTitan guy sure did a good job!
@johnjohn-sl7oo4 ай бұрын
Thx for dealing with the lag
@alitomix4 ай бұрын
What if you make the big trees of the deep forest entirely visible to have glorious forest vibes and just add opacity 90% when a player is below one
@noiadev4 ай бұрын
I have an actual canopy layer there, it is set to cast shadows only, so you don't see it. When You can see it....it looks really bad XD
@jonatansan014 ай бұрын
Haven't check the video yet, but my guess is that you commented out the "transform.positon = transform.position + Random.insideUnitCircle * lagDistance" line, right??
@noiadev4 ай бұрын
If (lag) lag = false;
@Bub.tv214 ай бұрын
Is the player outline based on Arrm1988 Zelda-like? I see references to it a lot here.
@noiadev4 ай бұрын
No it was originally a Zelda lookalike asset pack from Opengameart.org. I see it passed around and used in a lot of RPG startups. It is even included in some Unity asset packs. Mau/MrFox/Netherfang all helped to update it to what we have today. I am not sure this is the original or not opengameart.org/content/zelda-like-tilesets-and-sprites
@Bub.tv214 ай бұрын
@@noiadev That's it!!! That's what I was refering too.
@anupkumarbordoloi93604 ай бұрын
I tried downloading ur game in my mobile but google play protect is showing something like this "THE GAME IS MADE FOR OLDER VERSION OF ANDROID AND DOESN'T HAVE LATEST PRIVACY POLICY"
@noiadev4 ай бұрын
I'll look into it
@guilhermewhite72744 ай бұрын
good video buddy
@jackmiddleton20804 ай бұрын
So if the game can be on the web it is TCP? Wouldn't you rather use UDP and skip web? Just curious as I was thinking of working on a web only mmo but my research told me it had to be TCP.
@noiadev4 ай бұрын
I do use TCP. I had tried to use UDP at first, but random packets would get skipped over. it made everything quite unreliable. I don't have the option to mix and match. Otherwise I would make position/movement UDP and skills/login TCP.
@jackmiddleton20804 ай бұрын
@@noiadev I looked into this Mirror networking. I see it has what they call "transports". So are you writing a bunch of separate code for the web and using websockets for that but not for anything else but the web?
@noiadev4 ай бұрын
@@jackmiddleton2080 You are giving me too much credit XD. I just use the Mirror websockets transport for web and Telepathy transport for all the other client types. it just works. The Mirror devs wrote all of that stuff.
@jackmiddleton20804 ай бұрын
@@noiadev Cool. I thought it would be a nightmare to have two systems.
@maddys27414 ай бұрын
Smooth sailing is always good ⛵ ☁️ no one likes lag