I’m working on a RTS, when spawning the characters on client side they are spawned on the server and replicated from there.
When moving the characters from the client, the client is telling the server to move the character and the movement is then replicated.
The problem is that it creates lag when changing direction, it is ugly and I don’t see this effect on any RTS game.
To alleviate this issue I would like to be able to have the client access to the AI controller of the pawn, or to spawn an AI controller for those pawns on client side and then use them client side.
I already searched online but I found nothing. Does somebody know how I could make this work ?
Please, I need to solve this otherwise my game quality would be very bad
If someone has a better idea than what I suggested feel free to help.
Hi, they shouldn’t jump that much (unless you have something else going on there that destroys your network bandwidth). Generally if you want to test performance you should always test it when running the game in a new process, so standalone or via command line. So try this here
@Vyks
Do you mind telling everyone what you were doing that “butchered the network”? I think it would be a good way for others to know what may cause problems in their projects. I actually have the same issue.
Immediately after issuing a movement server side I was sending a message through the interface to the client.
I made the message being delayed and now it’s fine