Ok, so I’m self taught at networking game stuff. I started in Unity (mirror) and I thought I had a pretty solid understanding of how to execute things from client to server, or from server to everyone, etc.
Let me start with how I understand it, as plainly as I can put it.
The Server (as a player) essentially just needs to Multicast their actions to everyone. Since they are the server, they just need to tell everyone what they are doing.
The **Client **(as a player, obviously) needs to run the action locally, and also tell the server to tell all other clients that this action happened (very loose explanation there).
With that in mind, I made the attached logic. It was working just fine until I tried to play this over the internet with a friend… and then we notice client jitter. Locally you can almost never see the jitter happen, but while I was learning this logic I ran into the same exact jitter and fixed it by running it through the Client custom action.
To be clear, the Client runs a custom event that is “Executes on Server” that calls the same command that the server uses to successfully move. I must be missing something simple/fundamental.
Thanks for the help in advance.