#Player jitter after switching transports

20 messages · Page 1 of 1 (latest)

rain lodge
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Hi! I had my project using the Steamworks transport, and recently switched it back to using Tugboat. Switching the transport seems to have introduced heavy player jitter, despite the player not using CSP.

All the relevant changes made which could have caused the jitter include:

  • Deleting the old NetworkManager and using the one included in the Fishnet Demo prefabs folder. This is in BootstrapScene
  • Changed main menu, lobby, and scene switching logic
  • The physics settings in the project changed by themselves for some reason while doing all this, switching simulation mode from 'Fixed Update' to 'Script'

Do you think the jitter could be caused by one of these changes?

I have attached an image of all the changes in the changeset which causes this jitter. I am certain ExitGameButton, TargetingManager, and JoinGameView are irrelevant.

What do you think could have caused this error?

Thank you very much

Fish Version 3.11.13
Unity Version 2022.3.7f1

pastel dune
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Try adding a TimeManager component to the network manager and setting its mode to Unity, that should switch the physics back to Fixed Update

rain lodge
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I have the old version with no jitter first and the new version on tugboat second with jitter. I also show the NetworkManager components

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I am certain that the issue is not the movement system as I rewrote it to work with wasd and it still jitters

pastel dune
pastel dune
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Are there any other things that could be different?

rain lodge
# pastel dune Are there any other things that could be different?

I'm really not sure, it doesn't look like we changed too much. A few things I've noticed:

  1. I'm getting a warning that Time.fixedDeltaTime is being overridden with TimeManager.TickDelta, then Time.fixedDeltaTime has been reset to user values
  2. The jitter gets a little better when you keep the scene view open at the same time as the game view (?!) Very odd behavior
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Oh, and when you build the project, everybody sees each other as smooth and good but they see themselves as very jittery

pastel dune
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Is it rigidbody based movement?

rain lodge
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But I just tried it with rigidbody and same outcome

pastel dune
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@lavish junco you've used A* movement before, right? Do you know what could cause it to jitter?

lavish junco
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It's the fixed physics time. It needs to be set much lower. Fish's time manager sets it to 0.1 so 10 moves per second causing it to jerk. FGG said he was going to work on sub-ticks to make it smooth again but I just set it to 0.02 and forgot about it.

rain lodge
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so I changed the time manager tick rate to 100 and the jitter seems to be gone

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Marking as solved