Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

5.1 Unity Multiplayer Dead Reckoning

Discussion in 'Multiplayer' started by insominx, Jun 11, 2015.

  1. insominx


    Jan 23, 2012
    First of all thanks for all of your hard work in this massive undertaking. I've been digging through what's available these last couple days and have some concerns.

    Are there plans to support dead reckoning? It's hard to have a decent real-time network simulation without it and it's nontrivial to get right. I'd much rather have an implementation from a network specialist rather than what I've cooked up from reading this: (see chapter 18).

    Also, from what I can tell "Interpolate Movement Factor" on NetworkTransform doesn't appear to do anything in "sync Transform" mode. Is that intentional? How is that supposed to work?
    Last edited: Jun 12, 2015
    erebel55 likes this.