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Unity Multiplayer [SOLVED] Making Network Transform Interpolate smoothly

Discussion in 'Multiplayer' started by ManelNav, Jan 16, 2016.

  1. ManelNav

    ManelNav

    Joined:
    Jan 16, 2016
    Posts:
    3
    I have a network transform on my player but it won't syncronize smoothly, I've tried searching the forums or tweaking values, nothing worked.
    Weird thing, if I set the network send rate value to 0 it works for the client but not for the server.
     
  2. illuminatigaming

    illuminatigaming

    Joined:
    Jan 16, 2016
    Posts:
    17
    Even if this is solved, others might look for a solution.
    A possibility would be to simply Lerp the values.
    I can recommend quill18, he teaches about photon, but a lot of things can be adaptet to unity networking, too.
     
  3. Krambolage

    Krambolage

    Joined:
    Jan 22, 2013
    Posts:
    23
    Hi there,

    I've got a solution from the kind user called "Dark Protocol" (if you read me, thank you again =).
    Here's the quote :

    Very useful for inter/extra...polation

    If you're looking for a one-stop solution, I found this :
    http://forum.unity3d.com/threads/un...nt-side-prediction-and-reconciliation.349929/
    It works great ! It needs some work it some cases though (gameobjects created and controlled by the server)

    Personnally, I don't like interpolation, as the result shows a position in the past, but one can't do otherwise sometime.
     
    jathrek likes this.
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