#networkownership player connecting (ropes)
1 messages · Page 1 of 1 (latest)
predict movement or just connect them
if youre connecting them on the client and replicating back to the server you shouldnt do that
just connect them on the server and let it roll
or predict the movement
I'm of course connecting them on the server, but how is predicting the movement going to slow down the input? feels like too much unnecessarily hard additions
wdym input delay
did you not read my question
yes. and how do i get rid of the input delay caused by networkownerships?
oh i get it
yippie
so the way games like altitorture do it is they usually give one player full control over the rope physics by setting network ownership to that player, then they handle the rope visuals and movement locally on that client to avoid delay. the rope itself isn’t fully physical for both players it's either just a beam or smooth cframe between them, and the actual force or pulling is calculated only on the owner’s side. then that player’s movement is sent to the server and replicated to the other player, but the other player isn’t simulating the rope physics themselves, so there's no fighting over control and way less delay.
they're not actually connected, they're separate assemblies. on both clients you just cframe an invisible part to the other player's position every frame and there you go. easy