How to write a good RootMotionSource in a multiplayer game? I want to create a separate RootMotionSource for my skill (the built-in RootMotionSource in the engine currently doesn’t meet my needs). After attempting to write a RootMotionSource, I found that in a multiplayer environment, the server and client might calculate speeds differently, leading to the client being pulled back. Additionally, under more complex collision scenarios, the server and client’s PhysFalling might also compute different positions based on the RMS, resulting in pullbacks and other issues. I would like to ask if there are any good methods to resolve this? Or, more directly, how to write a RootMotionSource that is suitable for multiplayer games.
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