About network rigidbody interpolation in fusion
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About network rigidbody interpolation in fusion
Astler
2022-10-18 15:07:35
If I turn it off, the characters move jerkily, but if I turn it on in auto, in some cases you can see how prediction pushes them through the floor or walls by inertia. Yes, it's only for a split second or less, but is it avoidable? I'm new to fusion, I apologize if I missed an option
Comments
You should not use Unity's built in interpolation. Which mode you set on the Rigidbody doesn't matter to Fusion. What you should do is add a NetworkRigidbody
component to the GameObject. Then create a separatechild objects containing just the visuals of the object under the Rigidbody and set the Interpolation target of the NetworkRigidbody
component to that child object.
Luke_Sta 2022-10-19T09:40:06+00:00
You should not use Unity's built in interpolation. Which mode you set on the Rigidbody doesn't matter to Fusion. What you should do is add a
NetworkRigidbody
component to the GameObject. Then create a separate child objects containing just the visuals of the object under the Rigidbody and set the Interpolation target of theNetworkRigidbody
component to that child object.
That's exactly what I did. I'm talking about NetworkRigidbody, where I passed the model without colliders. I'm talking about interpolation from prediction on the fusion side
Parent with NetworkRigidbody, child Model with visual part. But when someone jumps from a great height, for example, it is visually the other players see that the model sometimes goes under the floor. After which it returns to its place. I'm talking about this
But if i disable interpolation for NetworkRigidbody (no interpolation option) - everything works like a charm. There is no any falling through walls or ground. But other players move jerkily.
Ever got a solution to that problem?
fischkai 2022-11-11T19:53:40+00:00
Ever got a solution to that problem?
Nope :(
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