#Data Usage with predictionv2
19 messages · Page 1 of 1 (latest)
rigidbodies? @granite sorrel
@atomic widgetI'm using my own kinematic system.
No rigidbodies.
The player has 0 velocity, 0 position or rotational changes, and there is still data flow.
It might still be thinking it has a RB
One sec...
This is the method to look at inside Networkbehaviour.prediction
protected internal bool PredictedTransformMayChange()
specifically this
bool changed = (
transformChanged ||
(_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
(_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
);```
You can see if thats returning true as changed when idle, and if so why.
Thanks, I will try that
And using predictionV2 do I need to create a sync object for other players to move.
uhmm syncobject?
"Network Transform" is no longer used with predictionv2
So I am wondering what replaces that.
input forwarding
its automatic but theres a bug in pv2 atm. see #1104850498290462821 pinned. I'm actually about to make a post about this.
@atomic widgetThank you.
And thank you also for this awesome, and free asset. I know it's a lot of work to manage something of this scale.