#Working Netcode Character Controller?
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The dots character controller package works great with netcode. Just needs a bit of adjusting
https://docs.unity3d.com/Packages/com.unity.charactercontroller@1.2/manual/netcode.html
Thats the OnlineFPS tutorial I mentioned https://github.com/Unity-Technologies/CharacterControllerSamples/tree/master/OnlineFPS
Try loading up the Competitive Action Multiplayer template and check if you see the sliding
https://docs.unity3d.com/Packages/com.unity.template.multiplayer-netcode-for-entities@1.0/manual/index.html
It might be this? Has this been fixed yet? https://discussions.unity.com/t/inputs-occasionally-missed-or-processed-twice-on-the-server/948096
I suppose its possible with a bad connection. I didn't notice any rubber banding when testing out that Template on the Relay
@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.
@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....