#When does prediction v2 rerun replicate?
17 messages · Page 1 of 1 (latest)
That's how it works. It reconciles with the server's state and then reruns all the states it did since that state
ok i see, so say client is at T3 and it receives reconciliation data from server for T0, it will rerun all inputs from T1 to T3?
yep exactly
thanks! so i guess that means everything required to calculate the position for a given tick as to be captured in the replication data? in another word client & server cannot really indenpendly track internal states?
Yeah, things that would affect the movement need to be replicated too
issue i'm facing is i'm using a acceleration & deceleration for my character controller movement, and the resulting simulation is not very smooth
so i guess my local interpolation is causing the issue... what's the best way to handle this situation though...
shall i just pass the velocity in the repl data?
ok thanks! is that a common practice? cuz i guess ppl can now cheat acceleration (ignoring movement inertia for example)
Well, the code is still run on the server, so it shouldn't be able to be cheated
hmm but if i can control my velocity which the server depends on to calculate my next movement, can't i just for example pass velocity = 0 or maxVelocity to instantly stop / accelerate to max speed?
(essentially, client's current velocity can't be trusted)
I don't think you would pass velocity in, just inputs that would cause it
Although CSP isn't really my strong point
ha np! thanks a lot for your help