#Floating network object when jumping or falling

8 messages · Page 1 of 1 (latest)

teal ivy
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I have a network object that I spawn and give ownership to a client to move around. When it spawns it drops from above the floor and falls down. It works fine client side, but when I as host see another client join this occurs (see image 1)

the apple that represents the client moving around is stuck in mid air. The client does not see or encounter this issue, the apple correctly falls to the ground the client can move around from there. there are no invisible colliders of the such affecting the network object. If the client moves forward further along the z, the network transform appears to update it but in a terrible way by lerping to clients position from where it is on the host (in the air) to where the client actually is (which is on the floor). Eventually the client will synchronize if it moves around enough but it is not right and everytime it jumps it de syncs

What is causing this issue? Why cant the client's position synchronize? Attached are my network transform settings for the apple. The network object is a prefab that is spawned on the server, with a character controller component for movement and gravity

vestal oyster
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Have you tried setting the NetworkTransform's configuration to CharacterController?

teal ivy
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Just tried, same issue @vestal oyster

glacial abyss
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The extrapolation doesn't need to be that high, maybe a few ticks. Try to set teleport threshold to 0

teal ivy
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I set the teleport threshold to 0, and set extrapolation to 3. It appeared to be better at first but now the apple is going straight through the floor when I jump(from host perspective). The character also looks jaggy when moving around, how do I smooth that?

glacial abyss
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thats expected when teleport is set to 0. That means smoothing is essentially disabled.

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I wanted to see if the object wasnt getting updates or if something was stopping it's movement. It would seem something is probably stopping it's movements. Try taking off the CC on the spectator at runtime to see if that fixes it.

teal ivy
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Forgot to mention setting extrapolation to 3 fixed the floating network object issue...thank you. The jaggy issue is still occuring though and I tried disabling cc, do I need to increase teleport?