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Prediction Example: stacked predicted boxes
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@ -0,0 +1,77 @@
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||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.PredictionBenchmark
|
||||
{
|
||||
public class NetworkManagerStackedPrediction : NetworkManager
|
||||
{
|
||||
[Header("Spawns")]
|
||||
public int spawnAmount = 1000;
|
||||
public GameObject spawnPrefab;
|
||||
public float interleave = 1;
|
||||
|
||||
// 500 objects need around 100 iterations to be stable
|
||||
[Tooltip("Stacked Cubes are only stable if solver iterations are high enough!")]
|
||||
public int solverIterations = 200;
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
// ensure vsync is disabled for the benchmark, otherwise results are capped
|
||||
QualitySettings.vSyncCount = 0;
|
||||
|
||||
// stacked cubes are only stable if solver iteration is high enough!
|
||||
int before = Physics.defaultSolverIterations;
|
||||
Physics.defaultSolverIterations = solverIterations;
|
||||
Debug.Log($"Physics.defaultSolverIterations: {before} -> {Physics.defaultSolverIterations}");
|
||||
}
|
||||
|
||||
void SpawnAll()
|
||||
{
|
||||
// calculate sqrt so we can spawn N * N = Amount
|
||||
float sqrt = Mathf.Sqrt(spawnAmount);
|
||||
|
||||
// calculate spawn xz start positions
|
||||
// based on spawnAmount * distance
|
||||
float offset = -sqrt / 2 * interleave;
|
||||
|
||||
// spawn exactly the amount, not one more.
|
||||
int spawned = 0;
|
||||
for (int spawnX = 0; spawnX < sqrt; ++spawnX)
|
||||
{
|
||||
for (int spawnY = 0; spawnY < sqrt; ++spawnY)
|
||||
{
|
||||
// spawn exactly the amount, not any more
|
||||
// (our sqrt method isn't 100% precise)
|
||||
if (spawned < spawnAmount)
|
||||
{
|
||||
// it's important to have them at least 'Physics.defaultContactOffset' apart.
|
||||
// otherwise the physics engine will detect collisions and make them unstable.
|
||||
float spacing = interleave + Physics.defaultContactOffset;
|
||||
float x = offset + spawnX * spacing;
|
||||
float y = spawnY * spacing;
|
||||
|
||||
// instantiate & position
|
||||
GameObject go = Instantiate(spawnPrefab);
|
||||
go.transform.position = new Vector3(x, y, 0);
|
||||
|
||||
// spawn
|
||||
NetworkServer.Spawn(go);
|
||||
++spawned;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
SpawnAll();
|
||||
|
||||
// disable rendering on server to reduce noise in profiling.
|
||||
// keep enabled in host mode though.
|
||||
// if (mode == NetworkManagerMode.ServerOnly)
|
||||
// Camera.main.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
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47
Assets/Mirror/Examples/StackedPrediction/PlayerForce.cs
Normal file
47
Assets/Mirror/Examples/StackedPrediction/PlayerForce.cs
Normal file
@ -0,0 +1,47 @@
|
||||
// players can apply force to any stacked cube.
|
||||
// this has to be on the player instead of on the cube via OnMouseDown,
|
||||
// because OnMouseDown would get blocked by the predicted ghost objects.
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.PredictionBenchmark
|
||||
{
|
||||
public class PlayerForce : NetworkBehaviour
|
||||
{
|
||||
public float force = 50;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer) return;
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
// raycast into camera direction
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(ray, out RaycastHit hit))
|
||||
{
|
||||
// we may have hit the ghost object.
|
||||
// find the original.
|
||||
if (PredictedRigidbody.IsPredicted(hit.collider, out PredictedRigidbody predicted))
|
||||
{
|
||||
// apply force in a random direction, this looks best
|
||||
Debug.Log($"Applying force to: {hit.collider.name}");
|
||||
Vector3 impulse = Random.insideUnitSphere * force;
|
||||
predicted.predictedRigidbody.AddForce(impulse, ForceMode.Impulse);
|
||||
CmdApplyForce(predicted.netIdentity, impulse);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// every play can apply force to this object (no authority required)
|
||||
[Command]
|
||||
void CmdApplyForce(NetworkIdentity cube, Vector3 impulse)
|
||||
{
|
||||
// apply force in that direction
|
||||
Debug.LogWarning($"CmdApplyForce: {force} to {cube.name}");
|
||||
Rigidbody rb = cube.GetComponent<Rigidbody>();
|
||||
rb.AddForce(impulse, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
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|
@ -0,0 +1,68 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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16
Assets/Mirror/Examples/StackedPrediction/_Readme.txt
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16
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This example is used to stabilize our prediction algorithm for stacked Rigidbodies.
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It's important to understand that there are two problems here:
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1. Stacking Rigidbodies with Unity physics.
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This is difficult even in single player mode.
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https://forum.unity.com/threads/stacking-boxes-issue.1341128/
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=> with solverIterations=100 we can stack about 500 cubes at max.
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2. Networked Prediction for stacked Rigidbodies.
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This is even harder since Rigidbodies may need to be corrected going through each other.
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==> This demo is NOT READY for users or for production games.
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==> For now, this is only for the Mirror team to debug prediction.
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DO NOT USE THIS
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Reference in New Issue
Block a user