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I found this delivery method very useful in my game which currently uses UNet. Does LiteNetLib have something similar?
> AllCostDelivery: Fairly similar to Reliable qos, but there is a difference. Th…
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Information about feature
i let Client use DeliveryMethod.ReliableOrdered sending message type
and let Server set SimulatePacketLoss = true and the lossChance = 20
when Client send many me…
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The main document says always use source for Unity, never precompiled DLLs.
But the Sample Unity project shows the dll being included. Also I see on other issue, you've instructed others to also u…
pha3z updated
6 years ago
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2018-03-01 20:41:25.7979 | Debug | Connected Clients: 4
2018-03-01 20:41:27.8762 | Debug | Client disconnected: 93.208.221.94:4239 : RemoteConnectionClose
2018-03-01 20:41:30.8139 | Debug | Connecte…
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There's mention of NTP time requests in the readme.
I hate to make an issue of this, but I seriously can't find the relevant code, though to be fair all I tried was looking through the samples and …
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First let me say awesome work.
I wanted to introduce myself. Hey im Mike. :)
The goals of my project are to create a networking library more similar to Amazons GridMate. I may also help contribut…
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I am testing some network code. The nature of the tests requires rapid connection/reconnections. Doing this I think I may have broken LitNet.
> NetHost - Detach 1 DISCONNECTED
> NetHost - Broadcas…
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It seems that my server isn't receiving all the request. Client send around 30 request per second and the server only receive one sometime.
Client code: https://hastebin.com/omujamegod.cs
Server c…
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I realize this is probably not a typical use-case for the library, however...
I am currently streaming data over the internet via TCP. I am evaluating switching to the LiteNetLib (using ReliableOrd…
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Hi, i am using LiteNetLib without p2p, only client / server. And i got an null reference exception here:
_netManager.SendRaw(_mergeData.RawData, 0, NetConstants.HeaderSize + _mergePos, _remoteEndP…