Closed honehone12 closed 4 months ago
well, or actual problems are damping, gravity, etc...... ??
i learned substep is the problem
ok, we have to run cc control in substep, and need higher substep for nice simulation
now i'm 99% sure xpbd kinematic rb based cc is the one for network character control, that is deterministic enough.
i 'll open new issue, but i'm not 99% sure for xpbd now. 50%.
the reason is server handles 2 ~ 3 or more of input in a tick while client handles a input in a tick. server side RB is generally slower or faster than client's.