Alberto Klocker
Alberto Klocker
Hey @andrewmunro Could you post what your player rollback_tick code looks like and what state properties you have configured in the RollbackSynchronizer Node for that player? As far as I...
@andrewmunro Few things to try, I'm not sure if they will help: 1. Move the 'move with vehicle' code to be before applying user input 2. Sync the velocity in...
Worth mentioning transports provide compression. Doing the following on ENET for example will half your bandwidth usage. ``` enet_peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER) ```
Claiming stylized_fire - #63
This can't ever happen as the _submit_input rpcs will only ever backfill a tick if it has no data for. So either this runs because there is new information from...
Nice work on the toggles @elementbound I havent forgottten about this PR, just that time of year where I'm traveling a bit and don't get as much time to work...
@kumpmati Thanks for picking up on the 2D and CharacterBody issues. Still looking into all its variations. Its mentioned here also: https://github.com/godotengine/godot/pull/76462#issuecomment-1762708058 > Rapier seems to have a bunch of...
RidigBodies don't [directly support being moved](https://docs.godotengine.org/en/stable/classes/class_rigidbody3d.html#description) the same way most other nodes do. They're expected to be driven almost exclusively by the physics engine. TickInterpolator which is interpolating position between...
There's an implementation [here](https://forum.godotengine.org/t/jittery-rigidbody-movement-on-client-side/38377/3) of what a physics synchronizer can look like: Copying the code to here as things tend to disappear on the Internet over time. ```swift extends MultiplayerSynchronizer...
Actually looking at the correct_error section in the code above maybe TickInterpolator can work if its set to transform.origin A few comments in other places mention its a hack that...