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Description
Hey, I know it's not released yet, but I decided to play with it, since it's merged to develop branch anyway
I read documentation from component's source code and it says that there are three ways it will handle anticipation. I'm not sure I understand how to switch between them, as they seem more like concepts of usage.
So I thought I could use it for very basic client-side prediction. I placed the component on a character and ran movement code on both client and server via NetworkVariables.
Well, the problem is, on server everything is butter smooth, whereas client jitters as it fails to predict state constantly and re-anticipate every frame.
I use physically-based movement, can it be a problem?
I can prepare a simple example project, if you will
Thanks.
P.S. For me personally, this "anticipation" seems to be the latest piece of the puzzle to make NGO the best networking solution out there. Greatly appreciate that.