Closed theromis closed 1 year ago
@novabyte I know you the men, can you help with it? :)
Please do not tag individuals. The network rate depends on many factors, including how/where you’ve setup your Nakama instance, server resources, the match tick rate, rate of client message sending, and others. Feel free to post on the forum as this is not a SDK bug.
Seems like I need Session-based multiplayer but I can't find this logic in Nakama godot client Can somebody help me?
Built physics based game on top of godot 4 and finally realized client have about .5 second delay. Finally found this client sends every packet to
nakama_socket
this is probably the reason, because pure godot host and client works as a blast. Is it possible to not send any packets during multiplayer?https://github.com/heroiclabs/nakama-godot/blob/godot-4/addons/com.heroiclabs.nakama/utils/NakamaMultiplayerBridge.gd#L353-L363
https://github.com/godotengine/godot/issues/74207