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I have a multiplayer game that has 60 second rounds that will peak at about 800 entities that are cycled through pretty frequently.
Each round I destroy the references to the world then rebuild a new world to start fresh.
I was playing it with a friend and got to round 14 when I hit this unreachable message.
My guess is a counter overflowed.
It triggered for both me and my friend at the exact same time (the game engine and state are deterministic and use lock step logic for the multiplayer component).
Any suggestions to overcome the issue? Is there any data that I can log that may help debug the issue?
The text was updated successfully, but these errors were encountered:
I have a multiplayer game that has 60 second rounds that will peak at about 800 entities that are cycled through pretty frequently.
Each round I destroy the references to the world then rebuild a new world to start fresh.
I was playing it with a friend and got to round 14 when I hit this unreachable message.
My guess is a counter overflowed.
It triggered for both me and my friend at the exact same time (the game engine and state are deterministic and use lock step logic for the multiplayer component).
Any suggestions to overcome the issue? Is there any data that I can log that may help debug the issue?
The text was updated successfully, but these errors were encountered: