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Root motion networking

Discussion in 'Multiplayer' started by Nihil688, Mar 15, 2019.

  1. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    503
    Hello all, we are developing a game with root motion and I was wondering whether there's a specific way to develop a game as such for networking. The issue is the following:
    I have an animation with root motion, when I move the animation plays and as such the transform changes based on the animation. If I use the inputs as a shared method then I worry I might lose packets in the process and not have the correct end position. Also if I just lerp between positions I'll end up not using root and get sliding. Any way to solve this properly?