Question about multiplayer sync between the players.

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3 comments, last by hplus0603 11 months, 4 weeks ago

Hi, i have a question.

i am working now on my first multiplayer game with unity, using mirror.

My problem is :

each player can see on his screen the animation of the other players.

But - each player see the others moving in the place they were at the time this client (the one whom watch them) connected, while actually every player in his own screen - moving accros the map.

My question: how can i fix that ?

Can you help me ? Please do : please tell me when i can find answer to that;

Thanks for that and all your great content.

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It seems like the mirror library needs to be somehow configured to forward the position of players between the systems.

Typically, this will come from the server/host, to each viewer of the game, so that movement can be verified by the server to reduce cheating.

Exactly how to do that in mirror, I don't know – I've never used that library. Quickly scanning their docs, perhaps you need to add a Network Lerp Rigidbody component to each player? Or a Network Transform component?

enum Bool { True, False, FileNotFound };

@undefined i allready have a network transform on the player prefab, and i've setted it to sync position, but it still dont work.

maybe is there a script like :

on client call back - on server call back.

like the shooting methods ?

Sadly, I'm not a user of the library, so I don't know what to try next. Do they have a support/bug/issue forum?

enum Bool { True, False, FileNotFound };

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