#(IN-60810) Character Controller jitter when climb up and down stair at netcode

1 messages · Page 1 of 1 (latest)

golden wagon
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IN-60810

When trying to climb up and down stair, the character will jitter with Netcode for Entities that I believe it's working nicely without Netcode for Entities. I also believe that I done the necessarily setup properly. Any idea why it doesn't work as expected that it's not jitter before add Netcode for Entities and the relevant CC setup into project. Any idea why and how to solve it or it's currently known issue?

rocky inlet
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Depend on what the code is doing and / if ther is any interpolation occuring (that we know had some jittery issue we recently fix)
Question is: is the character jitteying or the camera ? (because of some interpolation)

golden wagon
rocky inlet
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ok, so it is some misprediction or an issue with interpolation. Let's : is the physics setup to use interpolation ? (rigid body, not the ghost)

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To understand why I definitively need way more context or see the code

golden wagon
rapid minnow
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Is it possible that the server version of the character has different step handling parameters than the client version? If any of these parameters are set or changed at runtime (as opposed to baked into the prefab), they'd have to be made into ghostFields

golden wagon
rapid minnow
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Do you think you could record a video of what the jitter looks like? It could help figuring out the cause

slender crypt
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Can you also show the camera code that you are using to follow the character? It might be due to the UpdateInGroup or if you're using LocalTransform to pull character location instead of the LocalToWorld

golden wagon
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🤔 Actually u can see it's character jittering at Scene window so it's not camera jittering

rocky inlet
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The big difference is definitively the fact that client receive quantized data for transform and rotation (that by default is quantized with 1000).
That indeed may lower precision of the position on the staircase or in an inclined plane, but should be not that bad.
However, and that is indeed a fact, another user reported such a problem with some inclined planes etc (that honestly I don't see when I try to use our old character controller sample)

rapid minnow
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as @rocky inlet said, quantization could be the reason. Here's a comparison of coarse quantization (Quantization = 10) and no quantization (Quantization = -1) on the LocalTransform.Position field

It would be worth trying to set no quantization on the transform if only to validate that this is what's causing it. Testing in a build would also help discard potential other causes