jill920-TumbleweedThrottle icon

TumbleweedThrottle

Dynamically adjusts tumbleweed sync frequency based on player count and tumbleweed count to avoid getting Photon Disconnection.

By jill920

CHANGELOG

Changelog

1.0.3

Adjusted the targetting interval of tumbleweeds so they no longer home in onto a single Scout for too long.

1.0.2

Updated the implementation of object interpolation from 1.0.1. Clients and Hosts should see tumbleweed impact/collision a lot more accurate now, although some delay from latency is still to be expected (in 2026!). Tested with:

  • 1 Client @ 400 Tumbleweeds.

1.0.1

Implemented a more advanced formula to adjust the serialization rate AND tumbleweed lifetime as more players join and more tumbleweeds spawn. Tested with:

  • 2 clients @ 400 Tumbleweeds.
  • 1 client @ 1000 tumbleweeds.

This version SHOULD support unlimited player count and any number of tumbleweeds.
However, this version will give some desync between the host and the clients, so the host might see the clients getting hit by a tumbleweed that has already run through them and vice versa. The tumbleweeds stay smooth and correct for each player from their perspectives.

1.0.0

Initital release. Adjust serialization rate by current client count. Tested with:

  • 3 clients @ 100 Tumbleweeds.
  • 1 client @ 200 Tumbleweeds.

Note: This version will give more accurate tumbleweeds state for both host and clients. Limited support for player count up to 12. Beyond that, clients may start to get disconnected. You might see the tumbleweeds "jitter" as more players join. Each jitter is the tumbleweeds getting synchronised between the host and clients.