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Unityframework~8 mins

Remote procedure calls in Unity - Performance & Optimization

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Performance: Remote procedure calls
MEDIUM IMPACT
Remote procedure calls affect network latency and responsiveness in multiplayer or distributed Unity applications.
Sending frequent updates for player position in a multiplayer game
Unity
void Update() {
  if (Time.time - lastSent > 0.1f) {
    CmdSendPosition(transform.position);
    lastSent = Time.time;
  }
}

[Command]
void CmdSendPosition(Vector3 pos) {
  RpcUpdatePosition(pos);
}

[ClientRpc]
void RpcUpdatePosition(Vector3 pos) {
  transform.position = pos;
}
Limits RPC calls to 10 times per second, reducing network load.
📈 Performance GainReduces network traffic by 90%, improving responsiveness.
Sending frequent updates for player position in a multiplayer game
Unity
void Update() {
  CmdSendPosition(transform.position);
}

[Command]
void CmdSendPosition(Vector3 pos) {
  RpcUpdatePosition(pos);
}

[ClientRpc]
void RpcUpdatePosition(Vector3 pos) {
  transform.position = pos;
}
Sending RPC every frame causes excessive network traffic and delays.
📉 Performance CostTriggers high network latency and bandwidth usage, causing input lag.
Performance Comparison
PatternNetwork CallsLatency ImpactBandwidth UsageVerdict
Send RPC every frameHigh (60+ per second)High latency and lagHigh bandwidth usage[X] Bad
Send RPC at fixed intervalsLow (10 per second)Lower latencyReduced bandwidth usage[OK] Good
Rendering Pipeline
RPCs do not directly affect rendering but impact game responsiveness by delaying state updates across clients.
→Network Transmission
→Game State Update
→Rendering indirectly
⚠️ BottleneckNetwork Transmission latency
Optimization Tips
1Avoid sending RPCs every frame; use fixed intervals instead.
2Keep RPC payloads as small as possible to reduce bandwidth.
3Use Unity's Network Profiler to monitor and optimize RPC usage.
Performance Quiz - 3 Questions
Test your performance knowledge
What is the main performance issue with sending RPCs every frame in Unity multiplayer?
AIt causes excessive network traffic and latency.
BIt increases CPU usage on the client only.
CIt reduces the frame rate of the local player.
DIt causes memory leaks in the game.
DevTools: Network Profiler
How to check: Open Unity Profiler, select Network section, and monitor RPC call frequency and data size during gameplay.
What to look for: Look for high RPC call counts and large payloads causing spikes in network usage.

Practice

(1/5)
1. What attribute do you use in Unity to make a method run on the server when called from a client?
easy
A. [ServerRpc]
B. [ClientRpc]
C. [RunOnServer]
D. [RemoteCall]

Solution

  1. Step 1: Understand the direction of the call

    Client-to-server calls require a special attribute to mark the method that runs on the server.
  2. Step 2: Identify the correct attribute in Unity

    Unity uses [ServerRpc] to mark methods that clients call to run on the server.
  3. Final Answer:

    [ServerRpc] -> Option A
  4. Quick Check:

    Client-to-server calls use [ServerRpc] [OK]
Hint: Client calls server methods with [ServerRpc] attribute [OK]
Common Mistakes:
  • Confusing [ClientRpc] as client-to-server
  • Using non-existent attributes like [RunOnServer]
  • Thinking [RemoteCall] is a valid Unity attribute
2. Which of the following is the correct syntax to declare a server RPC method in Unity?
easy
A. public void MyMethod() { }
B. [ServerRpc] public void MyMethod() { }
C. [ClientRpc] public void MyMethod() { }
D. void [ServerRpc] MyMethod() { }

Solution

  1. Step 1: Recall the attribute placement

    Attributes in C# go before the method declaration.
  2. Step 2: Check the correct attribute and syntax

    The correct syntax is [ServerRpc] public void MyMethod() { }. void [ServerRpc] MyMethod() { } places the attribute incorrectly.
  3. Final Answer:

    [ServerRpc] public void MyMethod() { } -> Option B
  4. Quick Check:

    Attributes precede method declarations [OK]
Hint: Attributes go before method signature in C# [OK]
Common Mistakes:
  • Placing attribute after method name
  • Using [ClientRpc] for server RPC
  • Omitting the attribute entirely
3. Consider this Unity code snippet:
[ServerRpc]
public void SendMessageToClients(string msg) {
    Debug.Log("Server received: " + msg);
    BroadcastMessageClientRpc(msg);
}

[ClientRpc]
void BroadcastMessageClientRpc(string message) {
    Debug.Log("Client received: " + message);
}
What will be printed on the client when SendMessageToClients("Hello") is called from a client?
medium
A. Server received: Hello Client received: Hello
B. Server received: Hello
C. Client received: Hello
D. Nothing is printed on client

Solution

  1. Step 1: Understand the call flow

    The client calls SendMessageToClients which runs on the server due to [ServerRpc]. The server logs "Server received: Hello".
  2. Step 2: Server calls client method

    The server then calls BroadcastMessageClientRpc on all clients, which logs "Client received: Hello" on each client.
  3. Final Answer:

    Client received: Hello -> Option C
  4. Quick Check:

    ClientRpc runs on clients, so clients see "Client received: Hello" [OK]
Hint: Client sees ClientRpc logs, server sees ServerRpc logs [OK]
Common Mistakes:
  • Thinking server logs appear on client
  • Assuming both logs print on client
  • Confusing which method runs where
4. What is wrong with this Unity RPC method?
[ServerRpc]
public void UpdateScoreClientRpc(int score) {
    Debug.Log("Score updated: " + score);
}
medium
A. [ServerRpc] methods must be private
B. Missing return type for RPC method
C. RPC methods cannot have parameters
D. Method name suggests client RPC but uses [ServerRpc] attribute

Solution

  1. Step 1: Analyze method name and attribute

    The method name contains "ClientRpc" but the attribute is [ServerRpc], which is confusing and likely a mistake.
  2. Step 2: Check RPC method rules

    RPC methods can have parameters and must have a return type (void is valid). They can be public. The mismatch between name and attribute is the main issue.
  3. Final Answer:

    Method name suggests client RPC but uses [ServerRpc] attribute -> Option D
  4. Quick Check:

    Method name and attribute must match RPC direction [OK]
Hint: Match method name with RPC attribute to avoid confusion [OK]
Common Mistakes:
  • Ignoring method name and attribute mismatch
  • Thinking parameters are not allowed
  • Assuming RPC methods must be private
5. You want to send a message from the server to all clients except the one who sent the original request. Which approach using Unity RPCs is correct?
hard
A. Use [ClientRpc] with a special NetworkConnection parameter to exclude sender
B. Use [ServerRpc] to send message to clients except sender
C. Use [ClientRpc] and check inside the client to ignore messages from itself
D. Use [ClientRpc] with a parameter to exclude the sender client inside the method

Solution

  1. Step 1: Understand RPC direction

    Server sends messages to clients using [ClientRpc]. To exclude a client, the server must know which client to exclude.
  2. Step 2: Use NetworkConnection parameter

    Unity allows [ClientRpc] methods to take a NetworkConnection parameter to exclude that client from receiving the RPC.
  3. Step 3: Confirm other options

    Use [ClientRpc] with a parameter to exclude the sender client inside the method is incorrect because exclusion logic cannot be done inside the client method. Use [ServerRpc] to send message to clients except sender is wrong direction. Use [ClientRpc] and check inside the client to ignore messages from itself relies on client ignoring messages, which is inefficient.
  4. Final Answer:

    Use [ClientRpc] with a special NetworkConnection parameter to exclude sender -> Option A
  5. Quick Check:

    Exclude sender with NetworkConnection parameter in ClientRpc [OK]
Hint: Exclude sender using NetworkConnection param in ClientRpc [OK]
Common Mistakes:
  • Trying to exclude sender inside client code
  • Using ServerRpc to send to clients
  • Not using NetworkConnection parameter for exclusion
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10 questions~5 mineasy hard