#sync local rotation

12 messages · Page 1 of 1 (latest)

candid briar
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I'm trying to synchronize the local rotation of a spine for the player's aim, with the network transform it does not work, searching the internet I have found several ways that are more or less like this: https://pastie.io/doaavb.cs.

but it seems strange to me to send commands each frame in the update, is it the appropriate method to do it? thanks in advance

lost galleon
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use a SyncVar instead its much more optimized

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you can get oldvalue and newvalue aswell

candid briar
lost galleon
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You can try NetworkTransformChild aswell

candid briar
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It doesn't work with network transform child, neither with client authority or client to server in sync direction

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With the tests that I have done, it only works like this https://pastie.io/ntoedd.cs, the problem is that the synchronization has vibrations, is there any way to smooth it out?

lost galleon
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Yeah, network transform smooths it

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can you post your setup so everyone can take a look

candid briar
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Sure, In the end I had to do it another way to smooth out the movement of the spine, I adapted the movement of the spine based on the rotation of the camera, I realized that by synchronizing the movements of the camera the spine rotated much better, I only had to adjust some variables to the initial position of the spine so that the character was looking at the "aimpoint"

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In this way it is only necessary to synchronize the movements of the camera