#Jittering object when implementing custom network transform updater

1 messages · Page 1 of 1 (latest)

next kestrel
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Hi, I’m currently creating a custom network transform updater in order to implement floating origin in a large open-world game with vehicles, however, the gameobjects appear to jitter when being viewed by other clients. The solution I’ve developed operates under the assumption that NetworkVariable updates are (somewhat) in-order. Rotation is handled by the ClientNetworkTransform (as provided by Unity), and the jittering continues without the ClientNetworkTransform component. If you’ve got any suggestions on how to fix this, I’m all ears.

(video example of issue: https://imgur.com/a/tMo3hy7)

Imgur: The magic of the Internet

hushed bolt
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You are gonna have a hard time syncing physics. Its on a different update cycle than the network transforms.

You might be able to get away with it if you change the Physics to manually update and call Physics.Simulate() after you update the transforms.

next kestrel
hushed bolt
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Its happening even without a rigidbody?

next kestrel
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yeah