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Question by Erez · Jul 22, 2011 at 08:37 AM · multiplayersynchronizationsync

Synchronizing multiplayer car game

Hello! I also posted this question in the forums, but I'm getting a little frustrated over this... I have a multiplayer driving game (not a race, just driving). I'm not using the Unity built-in Network framework, but something my company has developed - basically every command given to a specific Unity player can also be broadcasted to all other Unity players which are connected to the server. So far so good - but when the cars move (I'm moving them using WheelCollider.motorTorque), they run out of sync pretty fast. I understand that interpolation might be the way to do this (we've tried a very wide variety of other solutions...), and I'd really appreciate it if anyone could point me in the right direction - how and where should I start?

Thanks!

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Answer by tnetennba · Jul 22, 2011 at 10:48 AM

I would suggest having a look at this if you are not using the built in unity networking:

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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