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 | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Networking the AIMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024