Hi, I want to create a game using NGO 2.8.0 in Unity 6.3. I'm trying to wrap my head around implementing a first-person controller. I assumed that:
- I will use a host-authoritative approach https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.8/manual/learn/listenserverhostarchitecture.html
- I will use
CharacterController - I will use
AnticipatedNetworkTransform
In my game, players will be moving around tight levels, which is why I want to use CharacterController for collision handling. A host-authoritative approach seemed the most intuitive to me, mostly because a lot of gameplay logic will rely on players' positions. For example, if players are hiding from AI enemies, it seems easiest to rely on host-side raycasting to determine whether a player is visible to enemies.
Currently, in a build, playing as host is perfectly smooth. However, as a client, I’m experiencing rubber-banding. The jitter is especially visible while looking around.
What am I doing wrong here? Are my assumptions correct?