#Cameras
1 messages · Page 1 of 1 (latest)
The trick with cameras is that there should only be one locally in the scene. I prefer cinemachine for controlling the camera.
Check out the ClientDriven Sample from Unity. It uses the 3rd person controller and cinemachine.
https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-clientdriven
Learn more about Client driven movements, networked physics, spawning vs statically placed objects, object reparenting
I'm trying to stay away from client authoritative gameplay, though.
for the stuff I want to do, I want to raycast towards other players to allow / disallow visibility
if the client can be authorittative, the server has to decide every aspect of location.
I mis spoke there. if the client is authoritative it can allow for being able to see people / etc.
by raycasting on the server side of things and allowing disallowing positions, I can allow for other players to exist or not exist on the map.
IDK. I have read this already, and that's my two cents on clientnetworktransform, which I'm trying to stay away from. I will read it again though.