#Jittery movement with NetworkTransform
25 messages · Page 1 of 1 (latest)
you prob need this on your enemies..
public override void OnStartClient()
{
if (!base.IsServer)
_yourRb.isKinematic = !base.IsOwner;
}```
My enemies don't have Rigidbody component on them
Something else could be moving them or affecting their movement. The odds of the NT not being smooth is extremely low
What's ur settings on
are you using csp
No, I don't think so
no player owns the enemy right?
if no player owns the enemy then I still suspect something else is impacting their movement, fighting the NT. Another issue could be that the server or player frame rate is below the tick rate
The player that is the host owns the enemy, the nav mesh is disabled for all other players
theyre moving using navmesh? well I dont see how that could be a problem.
it wouldnt be a problem even if they werent with clientHost owning them.
Is there a solution for this? To make things appear smooth even if the frame rate drops?
assuming it is the frame rate dropping, it should compensate to some degree but if you have low fps smoothing shouldnt be expected anyway.
but this again, is assuming the fps is even going lower than the tick rate.
can you post a video
This is on the client side
I am using ParrelSync. The one I am playing on (happens with both host and client) has about 60 fps while the other is on about 10-15 fps.
How do I check the tick rate?
Vsync is already turned on for both