feat: MultiInstanceHelpers to use fixed FrameRate by default#893
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feat: MultiInstanceHelpers to use fixed FrameRate by default#893
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This was referenced Jun 9, 2021
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I would prefer the framerate being set it Start. |
LukeStampfli
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Jun 9, 2021
com.unity.multiplayer.mlapi/Tests/Runtime/MultiInstance/MultiInstanceHelpers.cs
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NoelStephensUnity
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Other than making the change that Luke suggested (i.e. using 60 fps rather than 50), it looks like a good update. You might just set it at 120 like I used and that covers all bases.
But really, it only needs to be consistent between all platforms.
LGTM!
Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
SamuelBellomo
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* develop: (21 commits) feat: NetworkObject Parenting (#855) refactor: move RpcMethodId serialization from ILPP to Core (#910) fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project (#905) feat!: OnNetworkSpawn / OnNetworkDespawn (#865) feat: Add missing XMLdoc comment (#897) refactor: upgrade ILPP backend, drop 2019.4 support, rename types/fields (#895) fix: do not access/render runtime info if not playing in the editor (#898) feat: Add name property for network variables (#891) chore: delete PhilTestResults.xml (#894) feat: MultiInstanceHelpers to use fixed FrameRate by default (#893) test: General MultiInstanceHelper improvements (#885) refactor: isKinematic set to true for rigid bodies of non-authorized instances (#886) docs: adding more info to help debug on network transform error message (#892) feat: Add RPC Name Lookup Table Provided by NetworkBehaviourILPP (#875) fix: remove OnClientConnectedCallback registration from StatsDisplay (#882) feat: Add profiling decorator pattern (#878) refactor: Removing dead code for NETWORK_VARIABLE_UPDATE (#880) fix: update package version to 0.2.0 because of unity minversion change (#881) docs: Fix typo in changelog version title docs: Hotfix Changelog for 0.1.1 and manual update (#873) ... # Conflicts: # com.unity.multiplayer.mlapi/Runtime/Core/NetworkBehaviour.cs # com.unity.multiplayer.mlapi/Runtime/Core/NetworkManager.cs # com.unity.multiplayer.mlapi/Tests/Runtime/BaseMultiInstanceTest.cs # com.unity.multiplayer.mlapi/Tests/Runtime/BaseMultiInstanceTest.cs.meta
SamuelBellomo
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* develop: (67 commits) feat: NetworkObject Parenting (#855) refactor: move RpcMethodId serialization from ILPP to Core (#910) fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project (#905) feat!: OnNetworkSpawn / OnNetworkDespawn (#865) feat: Add missing XMLdoc comment (#897) refactor: upgrade ILPP backend, drop 2019.4 support, rename types/fields (#895) fix: do not access/render runtime info if not playing in the editor (#898) feat: Add name property for network variables (#891) chore: delete PhilTestResults.xml (#894) feat: MultiInstanceHelpers to use fixed FrameRate by default (#893) test: General MultiInstanceHelper improvements (#885) refactor: isKinematic set to true for rigid bodies of non-authorized instances (#886) docs: adding more info to help debug on network transform error message (#892) feat: Add RPC Name Lookup Table Provided by NetworkBehaviourILPP (#875) fix: remove OnClientConnectedCallback registration from StatsDisplay (#882) feat: Add profiling decorator pattern (#878) refactor: Removing dead code for NETWORK_VARIABLE_UPDATE (#880) fix: update package version to 0.2.0 because of unity minversion change (#881) docs: Fix typo in changelog version title docs: Hotfix Changelog for 0.1.1 and manual update (#873) ... # Conflicts: # com.unity.multiplayer.mlapi/Tests/Runtime/com.unity.multiplayer.mlapi.runtimetests.asmdef # testproject/ProjectSettings/EditorBuildSettings.asset
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having an unlocked framerate sometimes costs us time to figure out why our automated tests were running just fine locally but suddenly fails over Yamato runs on macOS, Ubuntu.
apparently, macOS and Ubuntu platforms are running frames very fast, sometimes crunching thousands of frames per second.
fixing framerate to a specific value solves those unintuitive issues, so I believe we should have a default fixed framerate and still offer configurability off of the API.
note: part of this PR also includes removing/reverting
Application.targetFrameRatefixes/tricks in some tests already implemented — reducing duplicate code and even saving developer time spent on debugging what the issue was, in the future.