(sorry for the long read)
Hello! I have been trying to figure this out for literally days and finally decided to give in and beg for help online because simply put: I am not that guy.
For my FPS game I have a third person mesh for the perspective other players see of players, and I have it so that mesh is set with absolute rotation (world rotation) because I set up a system to where the players feet stay planted on the ground when looking left or right, while the upper torso / gun faces where the camera is pointing. And only once the player looks far enough in either direction the mesh sets the world rotation to the new direction the camera is facing and interpolates from there (the feet rotate in the proper direction)
It looks almost exactly like what you’d see in halo 3 for reference.
So this system does work as intended at least in singleplayer. But once I began the process of getting it synced to multiplayer clients for the life of me I just couldn’t get it working no matter what I do. And I’m confident its related to the mesh’s absolute rotation. No matter what the mesh is set to it just keeps snapping into one direction and whenever I try setting it to rotate elsewhere all the clients either don’t see it rotate at all or it rotates for one frame and snaps right back to wherever it started.
I’m sure I’m just doing something wrong but with how unwilling to cooperate the absolute rotation is I’m wondering if its either a bug or if absolute rotations are just really funky when attempting to replicate. My question is how I could possibly get absolute rotation working or if I could just get some advice on a better more effective system for keeping the players feet planted to the floor when looking left and right.
Thanks in advance! I’ll try and reply as soon as possible.