Timeline for Synchronize running code over the network Unity
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
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Dec 25, 2020 at 21:46 | vote | accept | kyu | ||
Dec 25, 2020 at 20:49 | answer | added | DMGregory♦ | timeline score: 1 | |
Dec 25, 2020 at 20:46 | comment | added | kyu | I will try to implement 2) in my game. I just need to destroy it in the client and call the server. And the server sends back the verification that it has been destroyed. The problem that I have now is that the client is hitting an enemy but the server does not detect the hit (maybe because of delay and the bullet is offset from the enemy) so it does not send to the client that the enemy is hit. | |
Dec 25, 2020 at 19:56 | comment | added | Zibelas | 1) what the server returns should be the result. You might want to have the pathfinding on the client for a prediction, but still take the server result as absolute. They should not differ by much in the first way and you might be able to smooth over the difference depending on your game. 2) it can't be called right at the same moment since there is some latency between client and server. Again if server says it hit, it doesn't matter if it really did on client, you need to destroy it on the client. Else modified clients are causing mayhem | |
Dec 25, 2020 at 13:10 | history | asked | kyu | CC BY-SA 4.0 |