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Problem with multiplayer networking and physics interaction

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    Problem with multiplayer networking and physics interaction

    hello, I have Problem in making a physics-based multiplayer ballgame.

    The Ball reacts differently on contacts with the client as with the server. I´m pretty sure, this is because of the server-side movement correction, or the network smooth update.
    Here´s a video of it:
    https://youtu.be/CPmdzHiHbrw

    It seams like he server corrects the position of the client and the client gets moved or teleported by the server really fast, then the client hits the ball with a speed, higher than the average walking speed and the ball gets pushed away really fast.

    I´ve made a lot of trial and error, but can´t avoid the ball from being pushed away too fast by the clients.

    Any suggestions how I can solve this, or even minimize the effect?
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