Hey, I'm using Fishnet version 4.6.15 and Unity 6000.0.59f2 and I have some CSP rigidbody movement set up. The issue I'm experiencing does not happen on the host/server but only on clients. When clients start and stop moving they experience some jitter and the CSP seems to be correcting them even if they have no latency and aren't cheating.
#CSP movement jitter
23 messages · Page 1 of 1 (latest)
Hey there, do you have a video showing what it looks like?
Here is a video showcasing both client and server movement
When do you call the reconcile?
I have the server create the reconcile in OnPostTick
Do you have any smoother setup?
If so, try removing it and using the NetworkObject's graphical object field instead
I was using a network tick smoother on the visuals but switching to the graphical object field didnt fix anything
Hmm, what does the replicate and reconcile code look like?
Am I handling something wrong in these?
I don't think I see a mistake there 🤔
Hmm strange then. The jitter/stutter only seems to happen when the client starts or stops movement. Could it be related to how the prediction rigidbody handles forces or input or something?
or maybe my rigidbody settings?
Well, some jitter can be expected, but the smoothing should be able to smooth it out
Where does currentMovementSpeed come from?
When I call UpdateSpeed() I have a function that handles acceleration
I just tested setting a fixed speed instead of using currentMovementSpeed and that seems to fix the jitter. What am I doing wrong in terms of handling acceleration in UpdateSpeed()?
Well, anything that affects movement needs to be handled inside the replication loop
So likely that part isn't fully
Alright, I'll play around with that a little then, thank you!
I moved the currentMoveSpeed into the movementData struct and now it works great!