#Advice on handling/synchronizing character controller's "movement states"?

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atomic summit
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I have a character controller that relies on these states to avoid unwanted behaviours (they are continously updated). I tested this as is (I have a physics based controller) while it does work I noticed that enabling/disabling a state from either worlds (client and server) does not synchronize with one another. I figured what I wanted is a client side prediction. So the question is how do I synchronize these properties from the client to the server? Do I just apply ghostfield attributes to these properties but that would defeat the purpose of client side prediction no? So is there another correct way to implement this?

I just started unity this holiday break so any advice would be very much APPRECIATED!!

atomic summit
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while at it, since the elapsed time of both server and client arent sync what is the best way to handle timers on netcode setup? THANKS!