Client collisions with Delay
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Hello everyone,
I'm working in a voleyball multiplayer game.
At master client everything works fine, however the issue is in the client.
Everytime the client hit the ball, there's a delay (like 0.5 seconds) and after that, the ball is impulsed.
This happen only in the client.
The master see everything correct (without any delay).
How can I fix this?
Any recommendation?
Thanks in advance,
I'm working in a voleyball multiplayer game.
At master client everything works fine, however the issue is in the client.
Everytime the client hit the ball, there's a delay (like 0.5 seconds) and after that, the ball is impulsed.
This happen only in the client.
The master see everything correct (without any delay).
How can I fix this?
Any recommendation?
Thanks in advance,
0
Comments
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I assume you try to send an RPC to make the ball bounce? If so: This is your delay.
You need to "predict" the hit locally and if the host does not agree with it, then you need to correct the results.
PUN 2 is not very good with physics, as it doesn't have a tick based simulation.
I would actually suggest to wait until Fusion is available.0 -
Yes, that's correct.
I send the rpc for the impulse/bounce.
Thanks for the recommendation I'll read about fusion.0