#Vehicle de-sync

1 messages · Page 1 of 1 (latest)

pure cradle
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Is there anyway to reduce de-sync in a vehicle? I have a game that puts a killbrick around the chassis of the car, the player then has to drive and run over the other players. Though, there is major desync when it comes to hitting others.

ive tried settingn etwork ownership to the server and that seemed to help it by quite a bit, just there was still significant desync despite that. Is it possible to lower it even more, or is there just a genuine limit

stray folio
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if you want it to happen according to the user, then just have the user send that info to the server

if other players must touch it on their screens then do the same with that

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if you are looking for an in-between, the server ownership probably works best, but you can also try repetitively sending CFrame data or some way to predict the movement of the vehicle, and instead of a kill brick you should just use a shapecast or something

do note that this means that the vehicle would have to be orchestrated by the user, using the server as a medium for high-speed data delivery to other players, and have either the shapecast be done only on the client (trusting the client to send minimum of approximately correct data) and sending collision data to the server, or having the server do the same check but still based off of the user's sent CFrame or likewise

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then, the server has all it needs in order to make decisions on whether or not to replicate the CFrame and any valid collisions