#Client player movement
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It appears to be an issue ONLY with any of the clients
The host works as programed
i think you probably want to send the actual movement distances not the inputs, as-is this will apply different amounts of movement if the deltatime isn't exactly the same on the server and client at all time
also watch out for sending RPCs in update without any rate limit, remember some people have 320hz monitors ๐
If you want things to be server authoritative, then when you send inputs, you also need to send the tick or timestamp the input happened. Then you can calculate the proper speed
lol best I've got is 144hz so for now imma stick to that until I need to improve
well you probably don't need to send movement updates 144 times a second either, just keep that in mind when you come to optimizing your bandwidth usage!
Never thought of that
it depends on how your game plays and how much bandwidth you want to dedicate to movement updates i guess, but yeah i would generally start by limiting it to x updates per second
Umm, so this only makes the client in the game run slower
The code has been modified and the code runs smoother than anticipated
Normally you would use fixed update to send inputs
did you fix the delta time problem?
Sorta? The game runs smoother now, with the exception that the client is still slower
what did you change?
I am not infront of the computer running it at the moment but Blackbox.ai detected that my code would cut off the final frame from the movement script causing the buffering/speed issue
This apperatly would only apply to anyone running the client and not the host
so you didn't read my original suggestion and pasted it into an AI instead...? i don't think i'm going to keep replying here haha
I used ur example to fix it
Tweaked my code
Than implement what you explained the issue was + the modified code to get an understanding of the issue
Fixed this manually though it was an issue, not the reason the issue was being caused
I'll send fixed code to show what they AI detected