Views : 386,162
Genre: Entertainment
Date of upload: Sep 7, 2021 ^^
Rating : 4.932 (290/16,894 LTDR)
RYD date created : 2022-04-09T17:51:29.254662Z
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Top Comments of this video!! :3
This is very relatable. Great video.
Whenever I tell people about how annoying it is, I don't feel like they comprehend the full extent of it. Even this video didnt fully give it justice.
It's feels like you are slowly driven mad by some eldritch god. Stuff stops making sense but it kinda does, sometimes... You start to understand why online games seem so limited sometimes.
Make sure to take care of your mental health. Take breaks and do other stuff that gives you joy and purpose in life.
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Switching from a physics based system to a simple parenting system when stepping onto the ship is actually genius. I had a stupid grin on my phase when i saw that part in the video cause i was also like "wait, how does one fix this actually?". And then my brain was like: "ah of course, why did i not think of that!" :D
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Hey, I ran into similar issues while developing pantropy. We had the player move on ground and flying/moving bases here are my tips:
1. DO NOT use a rigidbody to move your player. Physics movements are never equal on server and client. Use a CharacterController instead. The characterController.move function is always accurate and the player will move an equal distance on server and client.
2. Don't use the characterController for ground collisions. Use a raycast and keep the player a given distance away from the ground. Move the player downwards if the ray doesn't hit anything.
3. Set the player's transform as a child of a moving object (like your boats) on server and client when he enters it. You will not have any weird physics glitches thanks to the "groundray".
Hope these helped, this wroked for me flawlessly.
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These problems are why I probably wouldn't recommend a multiplayer game for a first project (unless it's local multiplayer). It's a real headache to figure out the proper way for networking in games, and when you're also doing everything else for the first time, it becomes a whole lot to handle.
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This is a great video. Very good and clean explanation of an otherwise very complex topic.
A few things from my several years experience:
- there's no need to "compare" for misprediction... just overwrite with server data and resimulate forward (maybe this is what you do already) with the local input buffer...
- for moving boats, and all moving platforms in that sense, it gets trickier because you could place the boat in predicted timing as well (if you also predict/rollback physics, which you can do), but this would create a problem for proxies (view of other players) as they are generally on interpolated time.
One thing that may work for proxies is to predict just their gravity and move-with-platform part... But in either case or solution you will loose one thing, which is the capability of doing accurate lag compensation... but that is another story...:)
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@nocultist7050
2 years ago
That's why I chose to do LAN multiplayer. That way, if a cheater is stealing your fun you can just go to him and punch him in the face.
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