Rigidbodies synchronization for player movement
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Hello ! I quote from the WIP documentation that for a completely client predicted and server authoritative game using commands, we "Cannot use rigid bodies". The game I am working on is full server authoritative, the server instantiates the players etc. and indeed the client has a lot of "jitter" for his character and the movement using the rigidbody seems really weird. Is it a know limitation of this model or is there any sample of good rigidbody synchronization for player movement ? Thanks.
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The Sample Pack has examples of server auth rigidbody players, predicted and nonpredicted. There is a lot of work and a specific approach required to make prediction work like the example achieves. https://assetstore.unity.com/packages/tools/network/photon-bolt-sample-pack-858660