#CSP with TickDelta

13 messages · Page 1 of 1 (latest)

undone bramble
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Guys, about CSP, I'm creating one with rigidbody2D. Unlike the example, I'm using velocity. In my Reconcile I am updating the velocity, angular and position. And in my Replicate I use SmoothDamp, using TimeManager.TickDelta, to give the idea of object acceleration. But something strange happens, the object give small punches, without a fluidity. Is some configuration of PredictedObject?

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On server the movement is fluid, but in the owner has this punches.

dense cargo
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I'm running into a similar issue, haven't figured it out yet

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I've been wondering if CSP is just broken with Rigidbody 2D right now?

undone bramble
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My problem now is the movement with setting velocity of Rigidbody and create a Dash movement

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but movement with AddForce works better.

dense cargo
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I put a log in my Reconcile method like this, you could add that and see if you are getting mis predictions even on your standard movement. If things are working correctly then your Dash movement should work without issue as well.

undone bramble
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so, I check here. My movement has multiples miss predictions

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maybe prediction with rigidbody has some buggy

dense cargo
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Yea, I've compared my code to the example Rigidbody script, basically the same thing. Maybe FirstGearGames will give us some thoughts sometime soon. Though tomorrow is Thanksgiving in the USA, so might be a few days.

undone bramble
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So @dense cargo I solve the problem using Force, and calculation the accel and desaccel on Tick.

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addForce*