I'm making a network racing game. so i downloaded network sample in unity3d site. it works greate when the car is slow. but the network car is jittering so much, when it goes faster. I tried several way to fix it. but i failed. Does anybody have any idea?
What have you tried and how did it fail (compiler errors, etc)? Also, can you explain what kind of jittering you are seeing? Is the camera shaking, or is it the car's steering that is shaky, or does its position vibrate or... ?
Networked physics is never easy and the faster you make it the larger the prediction errors betweeen client and server will be. Sounds like you would want to not use physics in this case to get more predictability.
the network car position jittered back and forward when it move faster. i use source code networkrigidbody.cs in network example. I'm sorry about i can't explain all because of my poor english. There is a few examples about network in unity3d. so is there any examples?
Try to set the InterpolationBackTime of the NetworkRigidBody to the average ping, that might help. I've tried the network example and modified the car settings to reach over 400 km/h and in a LAN environment it seems to work fine. Another thing you might want to try is to add some smoothing between each frame's position and rotation correction, instead of just changing it. How fast your car is going?