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Releases: JonasLindinger/Client-Side-Prediction-v2

v2.5 Client Side Prediction Package

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@JonasLindinger JonasLindinger released this 24 May 18:53

Add: Reconciliation with damage (not death (yet))

Known bugs: Drop item sometimes buggy + Reconciliation triggering a bit too often (idk why)

v2.4 Client Side Prediction Package

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@JonasLindinger JonasLindinger released this 21 May 09:49

Add: Better reconciliation (still more then needed but idk why)
Add: Looking is synced

v2.3 Client Side Prediction Package

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@JonasLindinger JonasLindinger released this 05 May 19:07

Add: Items

Fix: Reconciliation and packet lost

WARNING
The item dropping is heavily focused on using Ridgedbodys. Keep that in mind. I wouldn't use a Character Controller or anything except an Rigidbody. If you still don't wanna use a Ridgidbody, you need to rewrite a bit of my code and check how my code works.

Known issues
Reconciliation while dropping a weapon, but it isn't really an issue except like 1 in 50 drops, you may get stuck in a reconciliation loop, where you have to drop your item to fix the issue. This is more likely to happen, when you spam it. You could add a cooldown and it would probably fix the issue.

v2.2 Client Side Prediction Package

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@JonasLindinger JonasLindinger released this 30 Apr 20:53

Add: Looking
Many hotfixes
Add Local and Networked inputs.
Add Looking
Add Local Player Data transmition via Input for transmitting player data that the local player can change and manipulate. This is good for his rotation, because he can't really cheat by changing his rotation...

v2.1 Client Side Prediction Package

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@JonasLindinger JonasLindinger released this 26 Apr 12:24

Works with direct Position manipulation (demo for that isn't included in this release. But you could code it easily)
Works with Rigidbody (demo included in this release)

Missing features:
Looking around and camera system demo.
Non Player tracking demo.

Bugs:
Character collision triggers Reconciliation
Reconciliation is infinite and can be fixed, when player stops for like half a second.
Inputs are getting lost. I would guess that by 60hz TickRate in 5 minutes, 3 ticks are using an old Input which might trigger a Reconciliation when the player turns,