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帧同步 教程
Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)
UnityEngine.Resources:Load(String)
Lockstep.Game.GameResourceService:_LoadPrefab(Int32) (at Assets/Scripts/Logic/Service/Services/GameResourceService.cs:24)
Lockstep.Game.GameResourceService:LoadPrefab(Int32) (at Assets/Scripts/Logic/Service/Services/GameResourceService.cs:14)
Lockstep.Game.PhysicSystem:RegisterEntity(Int32, Entity) (at Assets/Scripts/Logic/System/PhysicSystem.cs:136)
Lockstep.Game.GameStateService:CreateEntity(Int32, LVector3) (at Assets/Scripts/Logic/Service/Services/GameStateService.cs:95)
Lockstep.Game.World:StartGame(Msg_G2C_GameStartInfo, Int32) (at Assets/Scripts/Logic/Framework/Simulator/World.cs:79)
Lockstep.Game.SimulatorService:StartSimulate() (at Assets/Scripts/Logic/Framework/SimulatorService.cs:133)
Lockstep.Game.SimulatorService:OnEvent_LevelLoadDone(Object) (at Assets/Scripts/Logic/Framework/SimulatorService.cs:534)
Lockstep.EventHelper:Trigger(EEvent, Object) (at Assets/Scripts/Logic/Framework/Event/EventHelper.cs:78)
Lockstep.Game.Launcher:_DoStart() (at Assets/Scripts/Logic/Framework/Launcher.cs:128)
Lockstep.Game.Launcher:DoStart() (at Assets/Scripts/Logic/Framework/Launcher.cs:94)
MainScript:Start() (at Assets/Scripts/View/LogicView/Framework/MainScript.cs:45)
请教一下大佬,勾选isClient后,觉得不断的晃动,控制不了,这是什么原因呢?
当前的输入,发往服务器并本地保存时,帧号是故意延后了 PreSendInputCount, 所以本地预测执行也会延后,服务收到后也会延后发送,这样不是人为的增加了输入延时了吗?仅仅是为了避免被服务器判为过期包而丢弃?
帧同步初级视频看不到
第188行 var frameDeltaTime = (LTime.timeSinceLevelLoad - _timestampOnLastJumpToMs) * 1000,我看上下文_timestampOnLastJumpToMs表示毫秒,为什么这里还要乘以1000呢
请问这个是还需要添加什么配置吗?工程之间的引用也是丢失了的
The current .NET SDK does not support targeting .NET Core 2.2. Either target .NET Core 1.1 or lower, or use a version of the .NET SDK that supports .NET Core 2.2.
如果tmin>1000 不是说明射线应该够不到aabb的嘛 你这里没判断
有一个射线是从obb上方射出来的; 我obb转个180度; 那我射线不是直接转个弯就变得可以穿过obb了
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