Networking movment

Updated on January 29, 2019 in [A] Multiplayer
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5 on January 22, 2019

Hi, i’ve been working on a multiplayer click to move game that uses a navigation system to move the players around and i have a problem with the way unet locates players. So the easyest way to do that is by sending ur transform several times each sec so it seems smooth, but i don’t acualy like the result of it because if you want a really good and smooth movment you need to use a looot of the conection just to do that. My idea was to send the path (of the nav mesh agent) of the caracters and make every client do the movment locally. that way every time a character repathes it would just send the new path. Like this the caracters wuldn’t feel laged, they would avoid moving obsacles (like other caracters) and they would also consume little conection. The problem is how do i make this? 

Thanks in advance

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0 on January 22, 2019

Can’t you not just send the new target location and handle the pathfinding locally? It should be the same on both ends right when you give it exactly the same target location.

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0 on January 22, 2019

Can’t you not just send the new target location and handle the pathfinding locally? It should be the same on both ends right when you give it exactly the same target location.

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1 on January 23, 2019

fuck ye i’m an idiot

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on January 23, 2019

Don’t judge yourself that hard! Sometimes I miss the biggest and simplest things while programming, then come with a very hard solution while it could be done in 1 or 2 lines of codes :’)

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0 on January 29, 2019

You said a bad word!!!!!!!!!!!!!!!!

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