I would like to know if there is a way to clear RTData after received by the second player to prevent receiving same data over again. I am using RTData for synchronising players animation and incoming packet repeatedly triggers an animation.
Best Answer
C
Customer Support
said
almost 4 years ago
Sorry Petr, i dont understand.
Is the data being sent between two players, or from the server? If it is being sent between two players, then there should be any need to send the packet again, but if this is a problem, then you can get the packet, update the animation and then send a packet to the player to tell them to stop sending the animation.
If you are using Unity, you can just check if the GameObject has the current animation defined by the packet and ignore it if it is currently playing the animation.
Is the data being sent between two players, or from the server? If it is being sent between two players, then there should be any need to send the packet again, but if this is a problem, then you can get the packet, update the animation and then send a packet to the player to tell them to stop sending the animation.
If you are using Unity, you can just check if the GameObject has the current animation defined by the packet and ignore it if it is currently playing the animation.
Petr Jackov
Hi,
I would like to know if there is a way to clear RTData after received by the second player to prevent receiving same data over again. I am using RTData for synchronising players animation and incoming packet repeatedly triggers an animation.
Sorry Petr, i dont understand.
Is the data being sent between two players, or from the server?
If it is being sent between two players, then there should be any need to send the packet again, but if this is a problem, then you can get the packet, update the animation and then send a packet to the player to tell them to stop sending the animation.
If you are using Unity, you can just check if the GameObject has the current animation defined by the packet and ignore it if it is currently playing the animation.
Does that make sense?
Thanks,
Sean
- Oldest First
- Popular
- Newest First
Sorted by Oldest FirstCustomer Support
Sorry Petr, i dont understand.
Is the data being sent between two players, or from the server?
If it is being sent between two players, then there should be any need to send the packet again, but if this is a problem, then you can get the packet, update the animation and then send a packet to the player to tell them to stop sending the animation.
If you are using Unity, you can just check if the GameObject has the current animation defined by the packet and ignore it if it is currently playing the animation.
Does that make sense?
Thanks,
Sean
1 person likes this
Petr Jackov
Thanks for your advice. I solved my problem.
-
Documentation Notes
-
Design issues with user events
-
Using NoSQL
-
Runtime Collections vs Metadata Collections
-
Anonymous authentication from browser app
-
Modules
-
Movement With Unity
-
Problem with url parameters for downloadables
-
Querying NoSql GameSparks database
-
Challenge accesType
See all 2486 topics