Movement jitter #212
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Hi @jeremyhcho! This kind of jitter usually happens when there's a difference in what the client predicts and what the server responds with. The jitter itself is the client adjusting its state, which is usually not much of an issue, unless a lot of adjustment is needed. Would you be able to check if input is properly received on the server? For example that the Input node's values approximately correspond to what you're pressing on the keyboard. Also, would you be able to share a minimum reproducing project? I'd be happy to look into it. Otherwise your setup looks good.
Protip: you can test and see the TickInterpolator in action by setting the tickrate to something really low, like 8 or 4. |
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Apologies for bombarding the Q&A today but I've seemingly got things to work except interpolation and I'm not sure what I'm missing.
Here's my
RollbackSynchronizer
My
TickInterpolator
And my
_rollback_tick
codeWith this setup I can move my character on the appropriate clients as well as see the correct characters move on opposite clients but the model jitters quite heavily during movement. According to the docs (unless I missed something right in front of me), this setup seems reasonable and would indicate that I should see smooth movement. Eyeball test indicates that the
TickInterpolator
does something because when I turn off theEnabled
flag it feels different but it's somewhat hard to tell.I would appreciate a nudge in the right direction! Thanks in advance!
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