I'm trying to build a racing game. I'm trying to implement both bots are remote players. When my client connects to the server, I'm spawning some bots on the server which the client then sees. Bots are jittering/stuttering and apearing like they are vibrating when moving. I've tried interpolation on the bots Network Transform, I've tried Smooth Sync Netcode... to no avail. Bots still stutter. Their rigidbody2d is set Kinematic.
#NGOs with a Dedicated server: How to deal with stuttering server authoritative objects?
1 messages · Page 1 of 1 (latest)
This is likely the network transform fighting with the physics update. You'll want to make sure that only the server is moving the bots. Network Rigidbody should be set to control the motion as well
Yes, only the server is moving the bots. Anything you can spot wrong in this configuration?
You'll need to post your code. I have no idea what Smooth Sync does. And it seems you aren't using Network Rigidbody
I've used it, it did not change anything, so I removed it.
This is just prototyping code
@plain hare do you mind having a look? 🙏
At first glance, you'll need to make sure the MonsterInstance class isn't running on the clients
this is smooth sync btw
for bots? because it has to run on the clients for the player
I don't think I can afford going back and forth with my controls, it would seem unresponsive
enemy bots should only be controlled by the server. their network transform/animation will keep them in sync.