I’m trying to make a physics based platformer with heavy use of physics prediction.
To save bandwidth I’ve tried to make some moving platforms that move in a predictable way that is easily calculated based on the currently simulated tick index. This way I don’t need to send the platform’s transform over the network.
Unfortunately this doesn’t seem to work as I’d expect. After printing out the NetworkTime singleton and SystemAPI.Time.ElapsedTime I am noticing some discrepancies in how the the ticks update frame to frame.
Perhaps it’s due to tick batching, but I’m wondering, what’s the best way around this? Ideally I’d like to write all of my gameplay logic in the predicted physics loop, but it’s tricky when I can’t use a reliable tick index or global time that will update the same on the server and the client.