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Headtracking is currently not synced. This is especially apparent with dragons, who have the most wide range in terms of headtracking, and whose heads are a major part of combat.
After some initial research, it appears that the Actor and AIProcess classes expose functionality for setting headtracking targets. I suggest starting there. Headtracking could potentially be synced by having the local client relative to the actor in question broadcast the headtracking target, and having the remote clients apply that target using said functionality.
An alternate solution would be to synchronize the LookAtLocation coordinates forcefully. This is potentially less invasive, since we would not have to interfere with the scheduled processes. When ownership transfers back to remote clients, they might be able to recover more easily. The downside is that this is more expensive in terms of network traffic.
The text was updated successfully, but these errors were encountered:
Headtracking is currently not synced. This is especially apparent with dragons, who have the most wide range in terms of headtracking, and whose heads are a major part of combat.
After some initial research, it appears that the Actor and AIProcess classes expose functionality for setting headtracking targets. I suggest starting there. Headtracking could potentially be synced by having the local client relative to the actor in question broadcast the headtracking target, and having the remote clients apply that target using said functionality.
An alternate solution would be to synchronize the LookAtLocation coordinates forcefully. This is potentially less invasive, since we would not have to interfere with the scheduled processes. When ownership transfers back to remote clients, they might be able to recover more easily. The downside is that this is more expensive in terms of network traffic.
The text was updated successfully, but these errors were encountered: