added tick interval options (to reduce network load from 80tps lololol)

This commit is contained in:
APEX FIGHT 2025-01-03 00:33:48 -05:00
parent ef941cd344
commit 62a1d22528

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@ -6,9 +6,10 @@ using UnityEngine.Networking;
public class CSNC : MonoBehaviour public class CSNC : MonoBehaviour
{ {
public float tickInterval = 5f; // x times per sec
public string ip; public string ip;
public GameObjectManager manager; public GameObjectManager manager;
private float lastPing = 0; //last time connected to server
public class EZtransform //ez consistent serialization of transforms public class EZtransform //ez consistent serialization of transforms
{ {
@ -79,9 +80,13 @@ public class CSNC : MonoBehaviour
void FixedUpdate() void FixedUpdate()
{ {
if (Time.timeSinceLevelLoad - (1000f / tickInterval) > lastPing)
{
lastPing = Time.timeSinceLevelLoad;
IEnumerator req = request(); IEnumerator req = request();
StartCoroutine(req); StartCoroutine(req);
} }
}
IEnumerator request() IEnumerator request()
{ {
//Debug.Log(GameObjectRegistry.instance.registeredObjects); //Debug.Log(GameObjectRegistry.instance.registeredObjects);