#Can't change the "sync Interval" parameter in the "network transform" component.
16 messages · Page 1 of 1 (latest)
@faint sage its moved to network manager
thank u very much)
Damn, this lagging yet. What is optimal send rate?
Local player wont have network lag, your not sending positions via cmd rpc right? (server auth movement)
Players movement codes in Update, blocked by isLocalPlayer check? (client auth movement)
I want to create a game where all calculations will be on a dedicated server to protect against cheaters. In the FixedUpdate method, I check: if I'm not a server, then I send the cmd command, where I set the velocity for the rigidbody. The network transform component also hangs on the player, which transmits the current position of the player to clients. Previously, this process was smooth, that is, the player simply floated to his "Legitimate" point, and now it's jumps. I want to understand how to get this back in the new version of mirror.
FixedUpdate
CmdMove Function
Player components
Network manager
There I only give velocity to rigid body. Nothing specialy
I also noticed that the player lags already on the server, although he should move there without jitter. I'm pretty sure it's because of the network transform or network manager settings.
The jitter issue should be fixed already...try this release
https://github.com/MirrorNetworking/Mirror/releases/tag/v72.0.8
I fixed it. Almost all problems were in camera. It followed player in FixedUpdate, after cmdMove, so i put it to LateUpdate. Its was camera jitter, not player
I feel this should be posted somewhere if it hasn't already... been trying to figure that out ever since i updated
Which places did you look for an answer?
We could see about displaying a helpful reminder 🙂