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Question by Bentley1121 · Sep 02, 2017 at 02:26 AM · networkingmultiplayerlerpsyncinterpolation

NetworkTransform not interpolating?

I am currently trying to make a multiplayer FPS with a dedicated server, so I'm running a Unity Solution as the server and a Unity Solution for all of the clients. As of right now I can start the server and connect players, and they spawn in correctly and their movement is synced, but it's very choppy. I am using Unity's NetworkTransform, and I will attach screenshots of the player's components on both the client and the server. I've tried to fiddle with the all of the variables (send rate, transform sync mode, interpolate movement factor, etc) and the only one that makes a difference is the send rate (but only when it gets unsupportably high and it's not because it's lerping). It seems as though the NetworkTransform isn't interpolating at all, and I can't figure out why. Any insight would be incredibly appreciated. Thanks!alt text

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avatar image Mr-Slat · Sep 10, 2018 at 08:38 AM 0
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Same problem…. BU$$anonymous$$P

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