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Replicated character moves smooth but rotation is choppy on client side

I am doing a RTS style game. So for the “units” I am using the Character class. I turned the Net Update Frequency down from the default 100 times per second to 5 times per second. There is no first person camera so 5 updates per second is plenty and saves a ton of bandwidth of course.

The problem is that on the client side the units rotation “snaps” to the server value 5 times per second… It’s odd because the movement itself remains smooth - unaffected by the 5 updates per second. There is obviously network smoothing & prediction going on, as it should…

So why does the rotation not smooth out as well?