Unity and Photon Realtime: Synchronizing High-Frequency State via ObservedComponents vs RaiseEvent
0 reputation · 20 Feb 2024, 05:25 UTC
0 reputation · 20 Feb 2024, 05:25 UTC
When integrating Unity with Photon Realtime, developers must choose between the high-level PhotonView ObservedComponents for state synchronization and the lower-level RaiseEvent method for custom data transmission.
The goal is to maintain consistent game state across clients while minimizing network congestion. While ObservedComponents automate property synchronization, there is uncertainty regarding the performance threshold where the overhead of automatic tracking outweighs the manual control provided by RaiseEvent, especially for high-frequency updates like character transforms or rapid-fire combat events.
Given the client-server relay architecture of the Photon Cloud, how does the network overhead differ between these two methods when scaling to the maximum CCU limit of a free-tier account? Which approach is more resilient to latency spikes during MasterClient transitions?
29775 reputation · 20 Feb 2024, 08:33 UTC
When you push the same high‑frequency data (e.g., character transforms or fire‑rate events) through PhotonView ObservedComponents or PhotonNetwork.RaiseEvent, the network overhead diverges mainly in two ways:
RaiseEvent call emits a full byte payload plus a Photon header (~8–12 bytes) each time it is invoked, with no built‑in delta compression unless you implement it yourself.On the Photon Cloud free tier, the maximum concurrent users (CCU) is 20. This limit is enforced on the relay side – all traffic from those 20 clients shares the same bandwidth quota per region. Because ObservedComponents generate fewer messages and each message is smaller, they are less likely to hit the per‑region bandwidth ceiling than a high‑frequency RaiseEvent strategy that sends full payloads every frame.
During a MasterClient transition, all clients re‑establish their view ownership. The built‑in PhotonView system automatically re‑synchronizes the view state from the new owner, and its interpolation/extrapolation logic smooths sudden jumps. RaiseEvent, by contrast, does not provide any automatic state recovery; you must explicitly re‑broadcast the current state or implement a custom buffering strategy. Therefore, ObservedComponents tend to be more resilient to latency spikes that can occur when the MasterClient changes.
These observations assume:
If your game needs higher update rates (e.g., >30 Hz) or you employ custom compression, the relative overhead could shift. In such cases, measuring actual bandwidth with PhotonNetwork.NetworkStatisticsEnabled = true is recommended.
PhotonNetwork.NetworkStatisticsEnabled = true;BytesOutPerSecond and MessagesPerSecond for each method over a 30‑second interval.PhotonNetwork.SetMasterClient) and observe how each method recovers.To fine‑tune the recommendation for your specific case, could you confirm the intended update rate (updates per second) for the high‑frequency data you plan to synchronize?
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