A severe question. I Create an arena FPS, where allows anybody to fly a while. No latency test shows a smooth, nice charactermovement, however, if I add latency of “30ms-60ms, 1%loss, average”, characters start jittering while quickly changing direction. I specially noticed that, if I keep pressing “fly” button for me and just release the former direction key, the press another direction key, it still works well. if I release “fly button”, then press direction key and fly button together, error occurs. It seems characters teleport. We all know in FPS game this phenomenon are not accepted, annoying. I guess server just drag characters back. Do anyone have idea on solutions? A solution of reset some charactermovement properties or emplace command to gamenetworkmanager is best, solutions to override functions of charactermovement is welcome if ncsry. thirsty to solutions, I wanna publish my new game as fast.
emphasis that jitter is due to latency, I’m sure speed and mode are both replicated well. Once I have used server accept client position and disabled correction opt of charactermovement, the jitter lessen a lot, but it makes more problem than it solves, disable my energy accounter, etc.
I understand something, jitter only happen when we release fly button, it implies that movement mode are replicated with a delay, so randomly press fly will make movement mode replicate quickly, then they make a
paradox, server tries to drag client back before receiving notification about new movement mode. a potential solution is, server start to fix position differ only since finding that server~ client movement modes are different with a delay, too. does anyone have some ideas
?
hi fellows I found the solution:
check per tick in server,if its flying and falling,cancel correction and accept position.
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