Serialization problem
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Hi,
I am currently working on a car race, and the cars are serialized, I am not using unity physics, just changing the car's transform is the desired gameplay, but while serializing the position of the car, the network car is very jittery even though, PhotonNetwork.serializationRate is at 100 and SendRate also, Please help!
I am currently working on a car race, and the cars are serialized, I am not using unity physics, just changing the car's transform is the desired gameplay, but while serializing the position of the car, the network car is very jittery even though, PhotonNetwork.serializationRate is at 100 and SendRate also, Please help!
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Comments
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If you aren't making use of buffers you will see just how noisy the internet and networks are. That actually is referred to as "Jitter". Smooth networking usually involves a fixed tick and buffers, so that the state authority transmits updates on a regular tick (ideally the FixedUpdate), and all clients maintain a small buffer, and they consume those updates on the same timing. You then lerp between the last two consumed values in Update() for interpolation.0