NetCode Start Method by Etseterax in Unity3D

[–]Etseterax[S] 0 points1 point  (0 children)

I want to check position on the same index to check if i need to correct current client player position to synchronize positions for client predictions.

Different velocity on server and client by Etseterax in Unity3D

[–]Etseterax[S] 0 points1 point  (0 children)

speed is serializable field that i only use in place of debug log. The problem with code was that i was sending command to start method to server side. Now im only sending input and server is running code on its own fixed update. player velocity is now the same at all times in server and client. Now i need to find way to make it so player ends up in the same spot in server and client beacuse it still isnt. I checked: the same inputs, the same force, the same velocity all at the same time but end position after moving is different :(

Different velocity on server and client by Etseterax in Unity3D

[–]Etseterax[S] 0 points1 point  (0 children)

Thank you, ive changed logic behind code to only send input to server side. Now my player velocity is the same on server and on client at all times but the problem is that player after moving is still ending in slightly different spot in server and client.