Hello,
I have implemented a NetworkTransport for Unity which runs all of NetCode for Gameobjects messages through PlayFabMultiplayerManager.SendDataMessage and PlayFabMultiplayerManager.OnDataMessageReceived. Took a bit of effort, but got it all working in the end; the client and host players can send and receive all their messages through PlayFab Party. So far, so good.
The issue I am experiencing is the latency; the message receiving appears to be very slow, maybe even staggered. We originally had the UnityNetworkTransport set up to use Unity's Relay service, and the game ran fine/smooth with that. With PlayFab Party, the messages appear to be received at a much slower pace, causing the client to fall further and further behind on network messages, and eventually the game goes very out-of-sync between host/client.
With NDAs and such it's difficult to give more information than that; If there';s any more information you'd require, please let me know and I'll see what I can do. I would very much like to get to the bottom of this. Further questions would be:
1. Is this PlayFab Party data messages acting as intended? By that I mean, is PlayFab Party messages supposed to be able to handle and entire games worth of network messages (player positions, messages sent for gameplay events, etc), or is it designed to be used for small, game-but-not-gameplay-messages (like changing an image, sending a join code, etc).
2. If this is not acting as intended, and it should be able to handle a game's worth of messages no-problem, what do you think the areas of issue could be? Is there a setting somewhere that I couldn't see on the developer page that's throttling the messages? Or should it be working perfectly and I need to look at my own code to find the issue? Are there known PlayFab coding structure/organization issues which could cause what I'm seeing, and I might be guilty of?
Thank you for getting this far, and hope someone can answer my questions soon :)
Martin