Advanced Unity 3D - Syncing Multiplayer Movement in UNET (An Alternative to Network Transform)

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Here is a more advanced tutorial, based on UNET. I avoid the network transform and manually send movement messages at a desired speed. I've always found the network transform problematic, so here is how I get around it. For this tutorial, I decided to make a basic project for you to follow along with so I can concentrate on the movement itself. Here are some links for this tutorial:

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Brother. Judging from this video, I can totally say that if you make good Unity Intermediate-Advanced tutorials, your channel would be great.

jrstudio
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One quick tip that I think you could use,
implement a plane with a clear pattern material. Makes it much easier to get a feel for how things are moving and which object is which.

blitzburn
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super video, I used lerp wrong all this time sh**, Thank you man

karthikeyani
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Great work. You helped me out a lot. Keep it up. Thanks.

chargingelephant
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Im curious in why you do the position lerping in FixedUpdate() on the receiver? Wouldn't Update() give you an even smoother movement (30 vs 60 fps)?

pommimonni
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You can do Lerp Between Rigidbody.position, not sure about velocity tho

AeroAndZero
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It seams like it still choppy….if it moves fast…. that0s whats happening to me... could you help?

joaodavidmoreiraofficial
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I'd just like to point out that while this is a good start, you'd potentially have some issues with using "Time.time" as your network payload, and also your lerp time percentage.


The reason is because "Time.time" measure the amount of time passed since the clients have been running. Since different clients could have had the game running for different lengths of time, "Time.time" could be wildly different between clients.


Imagine client "A" has been running their game for an hour, and joins your server you launched 30 seconds ago. Client "A" sends a network message with time 3600. In your percentage algorithm, you'd be returning (30 - timeStartedLerping) / 3600, where 30 is your uptime, and 3600 is the client's. This would cause lots of weird jerkiness every time the client sent new network messages to you.


One way to reconcile this is to have each client send their current time when joining the server, then get the difference in time which you can use instead of "Time.time". You can sync this periodically to keep it accurate over long play sessions. There used to be a "Network.time" property that contained a value that was more-or-less shared between clients and server, but that's been removed for some time.

XaeroDegreaz
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Please make a tutorial about using the message base to send messages! please start it from a totally bank project.

PurpleGround
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I dont understand where you got the timeToLerp in the
float lerpPercentage = (Time.time - timeStartedLerping) / timeToLerp;

Is it the NetworkSendRate ?

ThePoinball
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I can prove you don't need to lerp except when delaying speed of packets on purpose. Unet does this with bad programming by default. My UDP is superior in many ways but I focused on making it work great. I had no idea unity made unet so bad until I started looking at it.

ZaCkOX
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The movements of the compiled scene do not update with the editor run scene. It only works one way.

dv
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I believe the max frequency of update with SyncVar is determined by the "sendInterval" property that can be configured for scripts using NetworkBehaviour.

connorromeros
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Did you attach NetworkServerRelay and Player movement to your cube?

ruslanbekniyazov
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do u know any refrence for syncing position with socket io in unity?

مهدیرشیدی-مت
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How to close online scene after specific time

mrremoxland
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This isn't all necessary, is it?

DAZRmusic