Desync with Player movement
When the client connects to server and the server host’s car has moved prior on the client’s side it respawns the server host’s car. Which is weird while testing with different objects the issue won’t occur. Even tho we will make all players begin at the same time this shows that there just base desync issues that can occur during gameplay.
When making the different objects inside the player prefab network objects and getting the same result made me realize it could be due to how the player prefab is set up. It goes the player as the main parent, to the base car which handles all the movement and then all the body components under another prefab. So probably need to compact the player prefab better because if thats the issue where data between all the components of the prefab aren’t connected correctly, it will be better to remove that requirement.
-Anario Sanchez
Get BlazeRunners: Bullet Ballet
BlazeRunners: Bullet Ballet
Status | Prototype |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- Progressing with Steam Integration and Lobby Functionality13 days ago
- Network Ownership and Server Timer13 days ago
- Tutorial UI Setup and Timer Bugs13 days ago
- Networking the AI13 days ago
- Fixing Wheelies13 days ago
- Networking Objects19 days ago
- Enhancing Game Tutorial Logic and UI Layout19 days ago
- Lobby Functionality for Multiplayer19 days ago
- Aim Assisted Predictive Aiming19 days ago
- Reworking Leaderboard System19 days ago