[BUG] ParrelSync client receiving position updates extremely slowly on Mac
styliann-eth opened this issue · 3 comments
Describe the bug
ParrelSync is not working properly/very slow when used with Unity NetCode for GameObject on a MacBookPro with M1 Max chip.
To Reproduce
Steps to reproduce the behavior:
- Clone a Unity game project using Unity NetCode for GameObject (with either UNet or UTP transport).
- Enter play mode on both the original project and the ParrelSync clone.
- Move a unit on either the editor acting as host or the one acting as client.
- See how slow the movement is. You also get the following error hundreds of times:
OverflowException: t = -0.7366661 but must be >= 0. range 0.0174800596106799, RenderTime 15.9465222207177, Start time 15.9593991889246, end time 15.9768792485353
Unity.Netcode.BufferedLinearInterpolator`1[T].Update (System.Single deltaTime, System.Double renderTime, System.Double serverTime) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.3/Components/Interpolator/BufferedLinearInterpolator.cs:182)
Unity.Netcode.Components.NetworkTransform.Update () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.3/Components/NetworkTransform.cs:836)
Expected behavior
When I first started using ParrelSync the simulation was as smooth on the client as it was on the host.
Screenshots/Video
If applicable, add screenshots or video link( Youtube/Vimeo) to help explain the problem.
Enviroment (please complete the following information):
- Unity Editor Version: tested on Unity 2020.3.23f1, 2021.2.5f1 and 2021.2.7f1
- ParrelSync Version: 1.5.0
- OS Version: macOS Monterey
Additional context
The problem occurs irrespective of whether the clone or the original are acting as client/host. I'm using the default NetworkTransform (not the ClientNetworkTransform) so the host is the one sending all the position information.
Don't have an M1 Mac for testing this out :(
Is anyone else also experiencing this issue?
Don't have an M1 Mac for testing this out :( Is anyone else also experiencing this issue?
Unity QA reached out to me about this.
I will test tonight on my Intel Mac to make sure that this only occurs on M1 Macs and let you know.
I'm also experiencing this - @ns2808 any findings?