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Photon networking position sync correction between host and clientz
I have a fps mulitplayer game where i am using photon for networking,every thing is almost working great but the problem is that i used lerp for smoothing the other players postions .the problem with is that when moving only there is a small difference between the user actual position and his position on other users,my question is what are some method that i can use to correct this?
Hi,
if you are using the PhotonTransformView component, you can check out the different options it provides and see if there is a combination, that is working for your game. If you have a custom solution, you would have to do some inter- and extrapolation to the position data the client receive. Achieving a 100% synchronization is a very hard task due to different influences like ping and lag for example.
Answer by Carterryan1990 · Aug 05, 2018 at 12:08 AM
I would recommend not using photon. They offer no help, their documentation is bad and there are very few updated tutorials. You should switch to UNET as they are actively updating their system and there is much clearer documentation including several good tutorials.
i was using unet ,but they has a major problem it is fine for two player but for more making the client is server is quit bad for networking speed,also if host leaves they all leave,thats why i switched to photon