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Showing results for tags 'udp'.
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Hi guys, can you please switch protocols to udp, as there's tons of issues with tcp in any multiplayer game. I've literally watched myself and others be dos'ed again and again on dedicated via the monitor over the tcp handshake. No multiplayer games use tcp because of issues like these, a few lost packets is no big deal. Also, I posted a few hints about entity disposal in the Unity C# api last month for your benefit, and I never got a response? It's a major issue that results in a crazy amount of lag, if the object super classes have been set up properly it shouldn't be hard to differentiate between free placed/pre-generated objects and dropped (player or newly generated) objects. Which would clear up a lot of the lag from too many entities.
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I was just wondering if you guys use UDP or TCP protocols for multiplayer games? The games get extremely high latency or freezes up all together (for everyone on) when someone tries to connect, especially if they fail to connect. There are already people using this problem as an attempt to DOS the game we're on in order to grief.