Network Ownership and Server Timer
When sending data between the server and client, the client car is still very jumpy for no reason and trying to see through the BaseCar script what could be the issue but nothing seems odd. Until looking more into the FishNet’s networking system and noticed I wasn’t managing ownership correctly between server and clients. With our car’s driving being psychics based I have not correctly completely synced the car’s movement on the server side which could explain the issues I have been running into recently.
Trying to fix this is kind of a hassle. I have to redo some of my methods that were sending data and change how they send data. The BaseCar as a good example might need to be giving a struct to store position and velocity of the car and to be resent to server for client and the server not to desync. This will also be done with using the ServerTimer built into Fishnet. So instead of using DeltaTime from Unity using the ServerTimer will allow syncing to be easier and then this allows me to set stuff after the physics’ engine runs. And all of these new changes will be added onto the NetworkManager object to get the new Timer system.
-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
- 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
Leave a comment
Log in with itch.io to leave a comment.