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I'm not sure if this is an issue, nor if it belongs here vs. in the NetworkTransform, but I think it belongs here.
When I add the below code to my Pawn class (which also has a NetworkTransform) and observe the values that get output while moving a non-local pawn, I see a steady stream of non-zero values as expected, but I see a number of 0 values mixed in between when there shouldn't be any.
Given the NetworkTransform is general and not tied specifically to a CharacterController, I'm assuming Velocity is being updated somewhere within the Arizona code.
I'm wondering if this could be having an impact on the smoothness of movement of non-local pawns if Velocity is used to interpolate between updates.
public override void OnUpdate()
{
if (PlayerState.NetworkClientId != NetworkManager.LocalClientId)
{
Debug.Log(">>> " + Controller.Velocity.Length);
}
}
The text was updated successfully, but these errors were encountered:
Character Controller physics are not fully replicated over network so maybe that velocity could be invalid in some cases. I think it would be better to collect some value and calculate moving average.
Also, there is a task on a roadmap to add NetworkRigidBody, similar to NetworkTransform, where more physics state (like velocity) could be synced. Then similar solution would make sense for characters.
I'm not sure if this is an issue, nor if it belongs here vs. in the
NetworkTransform
, but I think it belongs here.When I add the below code to my Pawn class (which also has a
NetworkTransform
) and observe the values that get output while moving a non-local pawn, I see a steady stream of non-zero values as expected, but I see a number of0
values mixed in between when there shouldn't be any.Given the
NetworkTransform
is general and not tied specifically to aCharacterController
, I'm assumingVelocity
is being updated somewhere within the Arizona code.I'm wondering if this could be having an impact on the smoothness of movement of non-local pawns if
Velocity
is used to interpolate between updates.The text was updated successfully, but these errors were encountered: