#When player on fast moving network transform, client's raycasts dont function properly.

8 messages · Page 1 of 1 (latest)

south jetty
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Hello, I've been stuggling with this issue for a long while now. I have a fast moving vehicle that is host controlled and all the players are parented to it. It is scyned with a normal network transform. I also have an interaction system that uses raycasts to see if an object in front of a player is interactable. For some reason the hosts raycast work perfectly fine but the clients completely malfuntions and hits all sorts of objects. Not only the player collider (which it shouldnt do because the raycast is fired from inside) but it constantly thinks its hitting nothing. Even if its fired directly at the object. It 100% has something to do with the network transform. When I switch the vehicle to be moved from the clients side it doesnt happen. So its whoever is authorative over the network transform apparently. Any ideas why the nextwork transform causes this? Thank you for any ideas.

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fishnet version 4.5.6R Pro

south jetty
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I fixed the example video:

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There should only be a ray when really close to an object, but when a client is on a network transform that is not controlled by oneself, it freaks out at high speeds. The network transfer owner doesnt have this at all. My ray code is sound:

shrewd tapir
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Hm, I wonder if it could be based on the timing the NetworkTransform moves objects on 🤔
@little raven do you have any idea about this one?

little raven
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That's really hard to say. What can cause the ray to freak out, when do you perform the raycast, how are you moving the object on owner, so on