Comments (2)
Without code it's hard to know the problem, you might be doing something wrong because it should send more messages. Are you using the example code as base? You can check the bevy_demo also
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@lucaspoffo I cross-referenced the bevy and chat examples to get started with using this crate.
let transport = NetcodeServerTransport::new(server_config, socket).unwrap();
App::new()
.add_plugins((
MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(Duration::from_secs_f64(
1.0 / 120.0,
))),
LogPlugin::default(),
RenetServerPlugin,
NetcodeServerPlugin,
AssetPlugin::default(),
PhysicsPlugins::default(),
WorldPlugin,
))
.insert_resource(server)
.insert_resource(transport)
.add_systems(Update, handle_events)
.run();
The app is created as in the above snippet. Messages are transported later, in an Update system, which has a for loop that sends a bunch of messages on every iteration. Every tick of the schedule runner, the bevy crate sends only one message, instead of as many as possible, which is not what I expected. Do note that I am new at game development, so there might be something I'm doing that's not common practice, or something.
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Related Issues (20)
- NetcodeClientTransport.client_id() still returns u64 HOT 2
- Fix the Bevy Renet example! HOT 2
- Streaming API to write messages HOT 5
- Make ConnectToken contents pub HOT 1
- Transport abstraction HOT 1
- Update `renet_visualizer` to `egui` `0.23`
- Push version of `bevy_renet` to include newest changes HOT 1
- Error: linking with `cc` failed: exit status: 1 HOT 1
- 1 Megabyte `SendType::Unreliable` Unreliability HOT 11
- Upgrade `bevy_renet` to `bevy 0.12` HOT 5
- Bug: client does not disconnect cleanly. HOT 2
- Client vs server timeout HOT 1
- Support custom scheduling and system ordering for Bevy. HOT 2
- Renet. Windows. Stack overlflow. HOT 1
- Questions about the `renetcode` max client limit HOT 2
- Integrating xwt for WebTransport support
- Is there any way to easily mock latency & packet loss? HOT 1
- Provide `RenetClient::client_id`
- Time drift on update
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