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Question by Gatau · Mar 02, 2015 at 03:08 AM · networkingphotonsynchronization

How to use photons SetSynchronizedValues()

Hi, I am trying to get a smooth movement of my player characters in multiplayer, and by reading this page http://doc.exitgames.com/en/pun/current/tutorials/rpg-movement I have decided that using Interpolare opstion SynchronizeValues with SetSynchronizedValues should be the right option as my player characters has quick direciton changes.

In my players movement script I run Move() in an Update() like this:

 public void Move()
     {
         // fix decending speed issue (this makes you stop completly if you release the keys)
         if (Input.GetKey(KeyCode.W) == false &&
             Input.GetKey(KeyCode.S) == false &&
             Input.GetKey(KeyCode.A) == false &&
             Input.GetKey(KeyCode.D) == false)
         {
             runSpeed = 0;
         }
         else
         {
             runSpeed = gameObject.GetComponent<PlayerProperties>().runSpeed;
         }
 
         float moveH = Input.GetAxis("Horizontal");
         float moveV = Input.GetAxis("Vertical");
 
         Vector3 velocity = new Vector3(moveH * runSpeed, moveV * runSpeed).normalized;
 
         velocity *= runSpeed;
 
         rigidbody2D.velocity = velocity;
 
         gameObject.GetComponent<PhotonTransformView>().SetSynchronizedValues(velocity, 0f);
     }

In the end of this function we can see that I am trying to synchronize the velocity value (it's a 2D game and I have no turn speed) but the players are still choppy on the other client. Am I doing this right?

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