#Working Netcode Character Controller?

1 messages · Page 1 of 1 (latest)

sage ledge
#

So I dragged and dropped the OnlineFPS demo scripts and noticed some rubber banding. I then went back to the original project and can confirm the rubber banding is there, when input suddenly stops there is some extra movement.

Is there a netcode characted controller out there that works?

heavy kayak
sage ledge
heavy kayak
heavy kayak
#

I suppose its possible with a bad connection. I didn't notice any rubber banding when testing out that Template on the Relay

warm ledge
#

@sage ledge did you ever figure this out? I recently followed this process for the Third Person Character Controller w/ netcode for entities and the camera is an unstable mess because it's all being sync'd with the server.. a camera should be client side so I either missed something fundamental or this isn't ever going to feel smooth.

supple night
#

@warm ledge did you follow the steps shown here? https://github.com/Unity-Technologies/CharacterControllerSamples/blob/master/_Documentation/Tutorial/tutorial-netcodecharacters.md

There are many ways you might choose to handle your character networking, and the way this tutorial handles it (with predicted camera rotation) is not the only valid one. It really depends on your specific game's needs. But due to how complex netcode prediction is, you'd have to follow the steps exactly as they are shown here without skipping anything if you do follow this tutorial. For example, not handling camera input via the InputDeltaUtilities from the tutorial would break camera movement. Omitting any GhostFields on camera components would also break things, etc....