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This repository has been archived by the owner on Jul 27, 2019. It is now read-only.
I have been working on a small top down multiplayer shoot'em up. My problem is that I want my bullets to be slow moving so the standard raycast tricks that are normally used in multiplayer games don't apply in my case.
I do have a system for hit detection that is handled by the server but this results in bullets hitting on the server and damaging a player but on the clients screen the bullet was no where near them making it effectively impossible to dodge and results in the player feeling cheated quite frequently.
Do you know of any way to resolve this situation?
The text was updated successfully, but these errors were encountered:
Hey Robson, I'd suggest you to sync the bullets by using the NetworkTransform and sync the Rigidbody 3D and tweak the Network Send Rate to suit your needs. The bullet must only move server side, and the clients will have its properties synced. I can tell it works and doesn't seem cheated, beacuse I'm using this structure on a personal project.
The ideal situation with this framework would be to have a more efficient way to sync the Rigidbody than the NetworkTransform, but it is not ready to do that yet.
Então devo mandar um comando e criar a bala no servidor, e então sincronizar com os jogadores usando o NetworkTransform?
Não daria problemas com latência?
Pq o jogador estará um pouco a frente em comparação com o servidor,
a bala seria criada atras do jogador.
Eu estou tentando criar um jogo um pouco parecido com brawl stars.
Só que a predição de movimento quebra um pouco a precisão, pq as balas tem um certo range e velocidade lentas.
Sim, e problema com latencia é o core de qualquer jogo multiplayer. Com o NetworkTransform da pra resolver em parte o problema, nao é o ideal mas funciona. Assim que a framework tiver estável, ela vai ter um funcionamento mais eficiente que vai mascarar a latencia.
I have been working on a small top down multiplayer shoot'em up. My problem is that I want my bullets to be slow moving so the standard raycast tricks that are normally used in multiplayer games don't apply in my case.
I do have a system for hit detection that is handled by the server but this results in bullets hitting on the server and damaging a player but on the clients screen the bullet was no where near them making it effectively impossible to dodge and results in the player feeling cheated quite frequently.
Do you know of any way to resolve this situation?
The text was updated successfully, but these errors were encountered: