#CSP Jitter and Rotational Desync with Fishnet Example Code

29 messages · Page 1 of 1 (latest)

pure turret
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@graceful lion should show your code before dumping projects please

nocturne hinge
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@graceful lion I believe your colider should be on your visual object

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It's interpolating your visual object but there's a miss match between that and your collider so it's gonna be trying to catch up but it cant since they will always be out of sync once they start getting out of sync. At least that's what I think lol, had a similar issue.

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here's my heiarchy for reference

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put your collider on the top level rather than sibling. I believe I had your setup before as well. Don't have time to go through my old thread

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ykw I did go back and look

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that's the summary

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you said just leave it there for a min?

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to recreate?

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how did you get 3 cubes on your scene

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actually first are you able to recreate it with just 1 cube

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I can't reproduce it

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wana hop on a call

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ok np

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nope couldn't reproduce it. I took your project, removed the box collider and put it on the parent which worked. I swapped it back to your set up and was able to reproduce jitter.

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here's the one where I removed the collider sibling https://outplayed.tv/media/M4ZxLR

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uploading the one where I could reproduce

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Here's the one with jitter which I reproduced by adding colider to sibling

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I'll export the project for you

nocturne hinge
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I think I'm wrong about the colliders after looking at your example again. I couldn't reproduce the jittering visually but I took a look at the inspector values and the observer objects were definitely jittering. It might be related to state forwarding and ignoring default data (cuz I had a case where my observed object would jitter whenever I moved the owner) but I don't know enough about the topic to help further sorry.

pure turret
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I'm super busy on things. I probably won't be able to review projects specifically. There are plans to include working csp examples in 4.5.7 though, and I wouldn't expect they release to be far out.

nocturne hinge
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no worries at all. I'm trying to learn how to use it better as well since I'm in the start of a multi year project so I really need to understand how everything works.

pure turret
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Examples aren't going to be super complex but they are going to show how to reconcile, handle collisions, so on. One is probably going to be rectangle cars with some sort of elevation / ramp calculations involved to show more complex matters.

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Another most likely a CC

nocturne hinge