I am new to online games and have never used other frameworks, such as Mirror and Photon.
Now I have a problem. When the player operates, he looks smooth. The operation of other players is not smooth, like Dash, it will get stuck. It will look a little floating when moving. The player in the lower right corner of the video operation, the Host in the lower left corner, and the player who observed Caton above.
How to solve it?
#PredictionRigidbody2D CSP
14 messages · Page 1 of 1 (latest)
Or can you provide me with a 2D example that supports invalid jumps and Dash?
The two Demo in the example are not suitable for my needs.
Hey there, have you tried tweaking the TickSmoother's settings?
Yes, I've tried it all.
Have you tried using the Graphical Object option on the Network Object instead of a TickSmoother?
I have also tried this.
Hmm, I'll have to see if I can't take a closer look then
🙏
#🧽help message
@quiet steppe
😆
I’ve already solved this issue. Here’s my approach:
In [Replicate]: only the server and the owner run the prediction simulation; non-owner clients return immediately.
In [Reconcile]: only the server and the owner apply rollback corrections; non-owner clients return immediately.
All other clients use NetworkTransform (server-authoritative) to follow the server position.
Oh 😆 thank you
I didn't understand the function of state forwarding before, but now I understand that what I did was disable state forwarding.
So this practice is normal, right? Will he have any influence?
Turning on state forwarding causes non-owner synchronization to be unsmooth. Is it normal to get stuck?
You can definitely disable state forwarding and use a NetworkTransform