Hey, I integrated AnticipatedNetworkTransform, which has been working fine so far
My code: https://share.sidia.net/cmlp636y20002ag3dy3xitpym
Now trying to use CharacterController together with it seems to cause some problems though, I see that it is trying to smooth, then snap back my character in the OnReanticipate but the character controller seems to snap the character back to where it thinks it should be instead instantly
The result looks like the attached video. The sphere is the server state (_ghost in code), the character is client state. It only snaps to the server position fully once I release the input and FixedUpdate stops triggering, without the magnitude check it doesnt ever stop doing the ping-pong snapping
It only happens if i can get the server state stuck behind a corner and force the states apart like that
The code is basically the same as the example from Unity but with the character controller switched in instead of direct operations on transform, I am thinking about copying the AnticipatedNetworkTransform and rewriting it to instead interact with CharacterController directly
using System;
using _Game.GameEntity.ActorEntity;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;