#Distance joint physics not consistent across clients

7 messages · Page 1 of 1 (latest)

rancid oracle
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I'm trying to attach an anchor object to my player via a distance joint 2D, and I have the joint parented to the player while the anchor that is attached to the joint is in world-space.

What's supposed to happen is the anchor sways a bit behind and reacts to physics, but for some reason, with the local client doesn't look right. The anchor is swaying way less that it's supposed to.

The anchor itself is in no way associated with the player object, the only thing directly connected to the player is the joint that attaches the anchor to the player. I have even tried separating that by attaching a script to the joint that just follows the player's position, but it didn't fix it.

What could be causing the anchor from behaving differently. Not all anchors are acting weird, just the one attached to the player that belongs to the local client.

I've attached a video that shows what I'm talking about. The red player (left) is the host and the blue player (right) is the local client. When the red player attaches an anchor to the blue player, the anchor looks weird from the blue player's POV. When the blue player attaches an anchor to the red player, it looks normal from both POVs.

silk fulcrum
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Hmm, is this using CSP or not?

rancid oracle
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The only difference I can think of is that it's using CSP so maybe it's something with reconciliation but I'm not sure how that would cause this.

silk fulcrum
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Unfortunately I haven't ever tried anything similar with CSP, but hopefully someone else here knows more

rancid oracle
# silk fulcrum Unfortunately I haven't ever tried anything similar with CSP, but hopefully some...

I was playing around with reconciliation and when I disabled it, suddenly the local player moves a lot faster than intended. This makes me think that the anchor isn't behaving correctly because the player's position and velocity are constantly being reconciled. Do you have an idea as to why the player is moving differently without reconciliation? They're running the exact same movement code, so it should be the same.

proud jay