#Ridigbody movement teleporting/stuttering on other players screen
64 messages · Page 1 of 1 (latest)
im just adding force
to the rigidbody
im not using replicate and reconcile
i set the rigidbody to this for other players
and it definatly helped
but now when im rotating my character does this little jitter
its really tiny
would it be because of this?
see how it jitters a little bit?
@tight thunder for prediction you should use the predictionRigididbody object to add force. Look at example code
im not using prediction
should i?
Oh sorry I misread that haha
no problem man
what could be the issue then
Does changing the Interpolation and Extrapolation values help?
Actually if you remove the NetworkTransform, does it still have those little movement drops?
i’ll let you know as soon as i get home
i think increasing the interpolation helped a bit
but then the movement looks too slobby
am i gonna have to look into prediction?
I don't think it would be needed for this case
i will give u all the necessary details once i get home
then they dont move
the players
this is what i do in my movement script
i set the rigidbody to kinematic and turn off interpolation and gravity for other clients
so that the network transform can move the player around properly
@calm mica any idea?
Hmm, I can't seem to replicate that little unintentional movement. Which version of FishNet are you on?
im following the tutorial on prediction
because i decided im going to need it in the future
Oh, but that is using server auth instead of client auth
yeah i know
can i get rigidbody interaction between players without prediction then?
cause if i can then i'll go back to that
Hmm, not really well
alright i will try the prediction then
i will let you know if i run into some issues
can i pass methods into replicate?
for the code to be less clamped together
im pretty sure i can just making sure
Yeah, I believe that should be totally fine 👍
i tried deleting the post but it ended up deleting the original message
anyways this hasnt really been solved since i moved onto prediction
but yeah i dont need help with this issue anymore thanks
I could never get rigidbody interpolation to work when using fishnet controlled ticks until I added a MonoTickSmoother to the object
what did u attach it to?
Probably the graphical object, but I'm at work and dont remember 100%
i somehow got it working without
Is your physics mode set to Time Manager or Unity?
unity
Makes sense it would work without then
it wasnt before