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
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Jerky movement on other clients than the host

Discussion in 'Multiplayer' started by Morseton, Jun 4, 2016.

  1. Morseton

    Morseton

    Joined:
    Jan 15, 2016
    Posts:
    90
    Hello, let's say that player 1 is the host, and player 2 is just a player that joined the game.

    On the screen of player 1, the movement of the player 2 looks very smooth.
    But, on the screen of player 2, the movement of player 1 looks very jerky and bad, while there is a function to smooth the position of each player.

    Does anyone know why this happens?

    One more question, I don't know what happened, but now I can't create a local server with the Unity running and then have another window(.exe) join the server...
    But if I host the server with the .exe, the one playing with the unity program can join, why?:S
    The same happens if I use 2 .exe clients

    Thanks for your time
     
    Last edited: Jun 4, 2016
  2. Tetra

    Tetra

    Joined:
    May 22, 2013
    Posts:
    29
    Well, the second one sounds like you might have turned on latency testing, which might also cause your first problem.
     
  3. 6565

    6565

    Joined:
    Feb 17, 2013
    Posts:
    19
    Regarding the "snapping" that you see, do you use Network Transform or do you sync position yourself?
    From my experience, Network Transform works very poorly and doesn't really interpolate between states - I would recommend implementing it yourself (this is what we did, and works very well).

    Regarding the 2nd issue, I didn't quite get the problem - but I think you're trying to open 2 servers on the same machine, which Unity doesn't like since the port is already used up
     
    voltage likes this.