Yes! I think I might of been the loudest person asking for it
Both the client and server data streams will switch to unreliable as soon as its available - it’ll make the whole system much more pleasant if you have a bit of packet loss.
I still dont know why roblox hasn’t added this in its 14 years of existance, like they focuss on bringing multiplayer games to life, how did they expect people to do this without unreliable packets, every game has used these, even games older than roblox.
There is so much more to add on roblox and I still don’t understand why they’re not added , I would say for example :
- custom instance replication
- API to set server region can be implemented with TeleportService
These 2 are really important for player experience …
Its a bit hacky but you can do custom instance replication using PlayerGui
remote events also work you know…
From a recent post on character controllers:
Do yall think this will come out soon?, it seems from what I heard from bitdancer, roblox is working rn on UPD remotes and server authoritative physics, but as he said “Do you know how expensive it is to run physics on a server”, this could probably mean it could be a long way as it hints the fact that they are optimizing the physics engine so it can handle more.
You can’t send instances through remote events, just their reference, which won’t work unless they already exist at the Client side
I don’t think so, it is not even officially “announced” yet
Since this wasn’t announced or hinted at RDC 23, and given the optimizations needed, I’m not expecting it until late 2024 or 2025. But it’s still hope.
I would like to use the custom collision system from this resource in my game, but i can’t seem to fully figure out how it works or at least what algorithms are used.
Trust me you would go insane if you tried to.
Attention chickynoid society, UDP remotes are coming soon
This means chickynoids will be able to run perfectly fine on most devices and handle networking better than ever, It says late 2023, and there are 2 months left for 2023 to end meaning they are coming out soon.
they were found in new API changes for an upcoming update literally today, so might be a lot sooner than you’d expect.
OMG IM SO EXCITED FOR THIS UPDATE, dude this is going to make so many systems run 10 times better thanks to fire and forget protocols, I however as exicted as I am we will probably still need to wait a while till MrRocketChicken implements them into chickynoid
@MrChickenRocket Sorry to bother, Would it be possible we get simulation stats that always sync with the server similar to the way weapons do it on an update?.
The problem with using simulation.state is that these stats only sync when the character’s position is out of sync, meaning sometimes values that are not related to player movement at all do not sync, and while I could use weapons, using weapons for this is also not an option due to the player not always having a weapon equipped.
Hmm! Interesting point. Ill see when I do the unreliable remote update.
Thank you so much, this would help me a lot.
In the meantime, that data IS on the client, you can access it.
Would Chickynoid support stopping/slowing certain players’ simulation like this
?