#Jittery movement with NetworkTransform

25 messages · Page 1 of 1 (latest)

rain wedge
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When NetworkTransform is attached to an enemy, the movement looks jittery on the client side

plucky hazel
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you prob need this on your enemies..

#
public override void OnStartClient()
{
    if (!base.IsServer)
      _yourRb.isKinematic = !base.IsOwner;
}```
rain wedge
plucky hazel
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Something else could be moving them or affecting their movement. The odds of the NT not being smooth is extremely low

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What's ur settings on

rain wedge
plucky hazel
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are you using csp

rain wedge
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No, I don't think so

plucky hazel
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no player owns the enemy right?

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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

rain wedge
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The player that is the host owns the enemy, the nav mesh is disabled for all other players

plucky hazel
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theyre moving using navmesh? well I dont see how that could be a problem.

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it wouldnt be a problem even if they werent with clientHost owning them.

rain wedge
plucky hazel
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assuming it is the frame rate dropping, it should compensate to some degree but if you have low fps smoothing shouldnt be expected anyway.

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but this again, is assuming the fps is even going lower than the tick rate.

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can you post a video

rain wedge
plucky hazel
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that doesnt look like fps loss..

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whats your tick rate + fps at?

rain wedge
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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?

plucky hazel
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Oh yeah that very well could be your issue then.

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Turn on vsync for both editors

rain wedge
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Vsync is already turned on for both