Help with Pong game using truesync
Hi, Everyone
i'm new and i'm making a 2d pong game:
I'm using a default TrueSyncConfig.asset, and i use TrueSyncManager.SyncedInstantiate(BallPrefabs, TSVector.zero, TSQuaternion.identity) to create a ball for 2 player, and i use RigidBody2d.AddForce(impulse) to move the ball.
At the Beginning players interact with the ball was fine. But after a while , the ball moves in difference directions on each clients...
At the Begining:
https://drive.google.com/file/d/0B1mMaYXrk4SEMHRVa3Z2ZXJkWmM/view?usp=sharing
After a while:
https://drive.google.com/file/d/0B1mMaYXrk4SEbENua0RidUdJc0k/view?usp=sharing
Can you give me some advice ?
Thank.
i'm new and i'm making a 2d pong game:
I'm using a default TrueSyncConfig.asset, and i use TrueSyncManager.SyncedInstantiate(BallPrefabs, TSVector.zero, TSQuaternion.identity) to create a ball for 2 player, and i use RigidBody2d.AddForce(impulse) to move the ball.
At the Beginning players interact with the ball was fine. But after a while , the ball moves in difference directions on each clients...
At the Begining:
https://drive.google.com/file/d/0B1mMaYXrk4SEMHRVa3Z2ZXJkWmM/view?usp=sharing
After a while:
https://drive.google.com/file/d/0B1mMaYXrk4SEbENua0RidUdJc0k/view?usp=sharing
Can you give me some advice ?
Thank.
0
Answers
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Hi @Watermelon, this situation you describe is a desync or "checksum NOK", in this case players connected are not simulating in the same way. You can take a look at our Pong demo to see how it is done and improve from there.0
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Thank you Jefferson. i will try.0