#Question LocalTransform Predicted Not working as expected

1 messages · Page 1 of 1 (latest)

blissful viper
sudden gust
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are you working with LocalToWorld?

blissful viper
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no i am working with localtransform

sudden gust
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hm, looks like a prediction error. are you using the unity character controller? interpolation is and should only be applied to Local to world. Local transform should be unaffected by it as it's your true simulation position.

blissful viper
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i just using localtransform to move character, that so so weird. i met this before and update netcode version to 1.2 and i work without errors but, after restart the editor the errors appear again

delicate badger
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Please post the code of systems you use to move the character, your player entity authoring, and any errors you might have in console.

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Also enable jobsdebugger once to check if there are any issues.

blissful viper
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the system run in predictedsystemgroup

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cpn characterinput inherit from IInputComponentData

blissful viper
delicate badger
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Don't see anything immediate off. You should include the whole system so we can see if there are any off tags, or if you put it in wrong group. And I assume there are no phyiscs stuff below in the inspector?
You generally want to mark the default ghost mode Owner Predicted for players you want to predict for your own entity and interpolate for others.
Have you messed around with any of the ClientServerSettings? Otherwise I would look at your input gathering system to see if anything is amiss there.

blissful viper
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the whole system

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there is no physic on the entity

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this my netcode config

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i set simulation tick rate and networktickrate to 60

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the the result is alway the same

blissful viper
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player gathering input system on client side

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character write input

honest fiber
# blissful viper

I can't see attribute that will create this system at client only (server should not have it)

high warren
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its in ghostinputsystemgroup which is client only

delicate badger
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Both CpnPlayerInput & CpnCharacterInput IInputComponentData?

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I'm a bit worried that if you have two ghosts that you try to sync input between here, they may be marked to "Simulate" on different ticks, which could cause you to copy a newer ticks input to an currently simulating older tick.

blissful viper
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no, only playerinput inherit from IInputComponentData

blissful viper
delicate badger