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Question by NaBUru38 · Jan 18, 2016 at 09:33 PM · networkingfixedupdateprediction

Predicting the object movement over a network

Hello, I'm making an online game where cars can crash each other and other light objects (balls, boxes, etc).

To prevent input lag, each player is the owner of their vehicle. However, this creates collision lag. To reduce it, I want to use prediction.

So each object has a ObjectPositionScript with this serialization function:

 void OnSerializeNetworkView ()
 {
     transform.position = targetPosition;
     transform.localRotation = targetRotation;
     rigidbody.velocity = targetLinearVelocity;
     rigidbody.angularVelocity = targetAngularVelocity;
 }

Now, I have to manually update the rigidbody variables (angularVelocity, velocity, localRotation and position) at the OnFixedFrame () function.

How do I do this? Thanks!

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Answer by NaBUru38 · Jan 18, 2016 at 10:22 PM

I've used this:

 // update position
 transform.position += targetLinearVelocity * Time.deltaTime;
 // update rotation
 Vector3 localRotationAngles = transform.localRotation.eulerAngles;
 localRotationAngles += targetAngularVelocity * Time.deltaTime;
 transform.localRotation = Quaternion.Euler (localRotationAngles);

This solved the lag issue, but the movement isn't completely fluid. Any suggestions?

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