Hello everybody!
Long story short:
Does anybody knows any good tutorial on this topic? How to make a nice platforms that work in multiplayer, perfectly synced, non-jittering and so on? What are good practices? This problem must have been solved hudreds times already...
😩
Long story long:
Last two weeks I spent tryin to make a moving platforms in heavily physics-based game. It turned out to be mind-blowingly difficult.
First there was a strong jittering on the client when it stood on the platform. I find out that parenting to the platform + local coordinate space must fix it.
To add a context: my idea is to make vehicle-platforms, directly controlled by the levers installed on it. They are not primitive platforms moving from A to B.
Then another issue emerged: at the moment of parenting the body telepoprts back and forth immediatley. (The issue is well described in this thread: https://discord.com/channels/343440455738064897/1376811028628897802 Nobody helped him though). That's how I found out that SyncVar and NetworkTransform's sync are running in different streams, so they don't happen at the same moment.
In the end, I still struggling to make thing properly. And by patching up some mistakes I create others.
It looks like I am missing something important. It can't be that such a basic thing as moving platforms that exists in almost every game are so difficult!
I wasnt able to google any solution, but I refuse to believe that there is no one:) Finally I stumble upon this discord and there is much more useful info then in outer internet or reddit
#And again moving platforms
8 messages · Page 1 of 1 (latest)
Yep, sure. But it is kinda far from ideal. There is also noticeable jittering on client. Also you can see a slight desync if focus on the gap between two capsules
Its close enough 😎 it was a quick and easy method for those that kept asking about it in the past
🤔 i dont remember jitter when i made it, perhaps vsync, framerate or something else is a factor too
I think to truly make it perfect, it would need to be server auth movement, but, that can use a lot of resources and introduce more complexity. (i personally like things lightweight and simplistic 😎