FirstGearGames / FishNet

FishNet: Unity Networking Evolved.
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Proxy players for local client stutter/teleport/lag and overall look very delayed #735

Closed SimEof closed 3 months ago

SimEof commented 4 months ago

General Unity version: 2022.3.21f1 Fish-Networking version: 4.3.8R PRO Discord link: https://discordapp.com/channels/424284635074134018/1034477094731784302/1265321796102525024

Description Since upgrading from 4.3.5R PRO, non locally owned proxy players stutter/teleport/lag and overall look very delayed.

Replication Steps to reproduce the behavior: Create a basic scene with a NetworkManager that has the same settings as the NetworkManager in the screenshot; Create a basic player prefab with same components as shown in the Player object screenshot with same settings(also basic controls and movement); Add a capsule mesh to Graphical object; In play mode with host and client or server and two clients one player should see another proxy player behaving as explained in the description.

Expected behavior Proxy players move smoothly

Screenshots Screenshot 2024-07-23 174602

Screenshot 2024-07-23 174702

FirstGearGames commented 4 months ago

Your object might be configured wrong. See this... https://fish-networking.gitbook.io/docs/manual/guides/prediction/version-2/configuring-networkobject#state-forwarding

SimEof commented 4 months ago

I will test some time later and report back

SimEof commented 3 months ago

Disabling the State Forwarding negates these issues for proxy Players, but we did intend to use it. I dont see where we could have incorrect configuration. Our movement logic is written following the example code in Prediction V2 guide

SimEof commented 3 months ago

I also updated the screenshots as I sent an irrelevant screenshot previously

FirstGearGames commented 3 months ago

Re-examining your feedback and content provided here this does not seem like it is a bug, at least that is my initial impressions. I'm going to close this out and troubleshoot this with you on Discord.