#Rigidbody prediction
16 messages · Page 1 of 1 (latest)
Hi there, I notice you have a NetworkTransform on the object as well as state forwarding, which shouldn't be the case
Yeah i saw that in an other thread after posting this. But its still the same
What does the code look like for the object?
Nothign on the object being pushed
It needs prediction code
https://fish-networking.gitbook.io/docs/manual/guides/prediction/creating-code/non-controlled-object
Alright. Thanks i will try thaty
So i implemented it on the object but get the same result. The networktransfrom is disabled and it using State Forwarding. Should the player itself do anything special? I tried implementing the PredictionRigidbody in the player reconcile like the object but also the same.
I've just tried the script in the docs and this simple setup and it's working in the demo.
Alright. So it works a lot better now. The only problem is that is started to jitter alot.
Looks like the jitter is from the player script instead of the cube, no?
Now i made it with rigidbody.MovePosition and its a lot better but every time i stop moving its misbehaving
Fixed it by checking if the move vector was not zero
Hey. I changed it to use the PredictionRigidbody.Velocity() to move it. But i still get the jitter when ending the input. I tried applying force using AddForce like in the demo but its the same on the client even with no latency.
Fixed by running CreateReconcile OnPostTick. The demo does it OnTick but the docs says PostTick