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[编辑器/功能拓展] Any Sync 1.06

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发表于 2023-3-7 12:54:51 | 显示全部楼层 |阅读模式








Requires Unity 2017.4.1 or higher.
This asset helps to synchronize movement through the network. It's creating accurate keyframed motion by pushing new positions into a buffer and interpolating through them. It focuses on minimizing latency and resisting lag spikes by using extrapolation.
Documentation Link, Forum Link.

Key features:
- Contains examples for Photon PUN, PUN 2, UNet HLAPI and WebSockets (with a sample networking built on websocket-sharp to help you get started).
- Works with any networking as long as you can write code.
- It's very accurate and fast. Many other tools struggle to represent movement accurately or add too much latency.
- Made with flexible send rate in mind. Allows to send nothing while object is idle to fit within tight network limitations.
- Great for syncing physics, character controllers, vehicles - everything what moves. Works for both predictable and unpredictable movement.
- Able to fully compensate latency for racing games. You can sync velocity and acceleration to improve prediction results.
- Automatically switches between interpolation and extrapolation to resist bad network conditions.
- It's flexible. Easy to implement exactly what you're looking for.
- No garbage allocation.
- Supports 3D and 2D. Examples provided for both cases.
- Full source code. Well-commented and easy to understand.


需要Unity 2017.4.1或更高版本。
此资产有助于同步网络中的移动。它通过将新位置推入缓冲区并通过它们进行插值来创建精确的关键帧运动。它的重点是通过使用外推来最小化延迟和抵抗延迟峰值。

主要特点:
-包含Photon PUN, PUN 2, UNet HLAPI和WebSockets的例子(有一个建立在websocket-sharp上的示例网络,以帮助你入门)。
-适用于任何网络,只要你会写代码。
-它非常准确和快速。许多其他工具很难准确地表示移动,或者增加了太多的延迟。
-考虑到灵活的发送速率。允许在对象空闲时不发送任何内容,以适应严格的网络限制。
-伟大的同步物理,角色控制器,车辆-一切移动。适用于可预测和不可预测的运动。
能够完全补偿赛车游戏的延迟。您可以同步速度和加速度,以改善预测结果。
-自动在插值和外推之间切换,以抵御恶劣的网络条件。
-很灵活。很容易实现你想要的东西。
-不分配垃圾。
—支持3D和2D。为这两种情况提供了示例。
-完整的源代码。评论很好,很容易理解。





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