#Input issues

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viral terrace
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It could be possible that the standalone client is eating the input events meant for the editor.
But you should probably disable any input components on your remote players. That would at least prevent any potential conflicts in scene.

sage drift
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yup you're probably right

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switching back to old input system seemed to fix

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so kill this on my proxies right?

viral terrace
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Right just disable Player Input and it should be fine

sage drift
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I already gated the code behind IsOwner... but yeah this seems to work

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now have jittery gamepad input when switching

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going back to client network transform to test..

sage drift
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Dude @viral terrace thank you that worked well! dumb oversight on my part.

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One more question... I was thinking that for my controller setting "InLocalSpace" would work based on my hierarchy

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and it does ... kinda. The issue is that if my Host player enters and changes his pitch / yaw, before the client connects, the client sees those values at 0 initially, and so it's offset by the amount that the host deviated from 0.. if that makes sense

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should I need to do anything extra to sync those values before hand?

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oh .. ok interesting

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host on left in standalone, client is in editor

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it's actually tracking the right pitch

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but it's offsetting the yaw

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the pitch transform is offseting the yaw and the roll transform is offseting the poitch

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when those should be 0.

viral terrace
sage drift
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Order of Operations During Full (late-join) Client Synchronization: .. that sounds promising

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ok... i -think- I understand the concept

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but, in execution, when is this RPC called?

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I assume I'd want to make some kind of ClientRPC that went through and set Yaw's X and Z to 0, Pitch's Y, Z to 0 and Roll's X ,Y to 0

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or is that just automatically called when the method above it is

viral terrace
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Oh you don't need the clientRPC there. Just have a set of Vector3s or whatever and keep them updated in Update().

sage drift
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this actually worked

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did not use on synchronize... this seems.. hacky?

viral terrace
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Lol I was just about to suggest just zeroing them out in OnNetworkSpawn

sage drift
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yeah for other things I imagine id need to track values

viral terrace
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I thought you were having the opposite problem

sage drift
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but in this case by design those values are always 0

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locally

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ok, well if that's not terrible practice, it does seem to work , so i'll roll with it ๐Ÿ˜„

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until I get some cheater clients...

viral terrace
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If it's dumb and it works then it's not dumb

sage drift
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but if you want to fuck up your coop experience...go ahead!

viral terrace
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Yea that's always the trade off for client authority

sage drift
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I .... have no patience to deal with client side prediction, lag compensated shooting, rewinding etc right now

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someone should make a plugin that "just works" with NGO and I'll pay them $

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Thank you for your help ๐Ÿ™‚