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Question by Lakrsv · Feb 22, 2015 at 04:11 PM · networkingmultiplayerphotonserialize

How to Serialize Playermovement when Player jitters?

Hello! I've made a Multiplayer Tank game where the Playermovement is driven by belts, due to issues with physics simulation I made the belts only visible to the owner of the actual gameObject, and that causes the physics simulation to only run on the actual owner of the object, while the other Player simply gets information of position and rotation.

Problem with this is, when using physically driven tanks, there is always a little bit of bounciness, and this causes my players to bounce up and forth pretty vigorously while moving even the slightest bit due to the way I am currently sending the player's position.

 using UnityEngine;
 
 public class NetworkChar : Photon.MonoBehaviour
 {
     private Vector3 correctTurretPos;
     private Quaternion correctTurretRot;
     private Vector3 correctBarrelPos;
     private Quaternion correctBarrelRot;
     private Vector3 correctBodyPos;
     private Quaternion correctBodyRot;
 
     public GameObject TurretHead;
     public GameObject TurretBarrel;
     public GameObject TurretBody;
     public GameObject[] TankParts;
 
     public Vector3 BodyPositionLastPacket;
     public Quaternion HeadRotationLastPacket, BarrelRotationLastPacket, BodyRotationLastPacket;
 
     public double currentTime = 0.0;
     public double currentPacketTime = 0.0;
     public double lastPacketTime = 0.0;
     public double timeToReachGoal = 0.0;
 
     // Update is called once per frame
     void Update()
     {
         if (!photonView.isMine)
         {
             if (TurretHead != null && TurretBody != null)
             {
                 TurretHead.transform.rotation = this.correctTurretRot;
                 if (TurretBarrel != null)
                 {
                     TurretBarrel.transform.rotation = this.correctBarrelRot;
                 }
                 //TurretBody.transform.position = this.correctBodyPos;
                 //TurretBody.transform.rotation = this.correctBodyRot;
 
                 timeToReachGoal = currentPacketTime - lastPacketTime;
                 currentTime += Time.deltaTime;
 
                 //TurretHead.transform.rotation = Quaternion.Lerp(HeadRotationLastPacket, this.correctTurretRot, (float)(currentTime / timeToReachGoal));
 
                 //TurretBarrel.transform.rotation = Quaternion.Lerp(BarrelRotationLastPacket, this.correctBarrelRot, (float)(currentTime / timeToReachGoal));
                 TurretBody.transform.position = Vector3.Lerp(BodyPositionLastPacket, this.correctBodyPos, (float)(currentTime / timeToReachGoal));
                 TurretBody.transform.rotation = Quaternion.Lerp(BodyRotationLastPacket, this.correctBodyRot, (float)(currentTime / timeToReachGoal));
             }
         }
     }
 
     void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if (stream.isWriting)
         {
             if (TurretHead != null && TurretBody != null)
             {
                 // We own this player: send the others our data
                 stream.SendNext(TurretHead.transform.rotation);
                 if (TurretBarrel != null)
                 {
                     stream.SendNext(TurretBarrel.transform.rotation);
                 }
                 stream.SendNext(TurretBody.transform.position);
                 stream.SendNext(TurretBody.transform.rotation);
             }
 
         }
         else
         {
             if (TurretHead != null&& TurretBody != null)
             {
                 // Network player, receive data
                 currentTime = 0.0;
                 lastPacketTime = currentPacketTime;
                 currentPacketTime = info.timestamp;
                 this.correctTurretRot = (Quaternion)stream.ReceiveNext();
                 if (TurretBarrel != null)
                 {
                     this.correctBarrelRot = (Quaternion)stream.ReceiveNext();
                 }
                 this.correctBodyPos = (Vector3)stream.ReceiveNext();
                 this.correctBodyRot = (Quaternion)stream.ReceiveNext();
                 HeadRotationLastPacket = TurretHead.transform.rotation;
                 BodyRotationLastPacket = TurretBody.transform.rotation;
                 if (TurretBarrel != null)
                 {
                     BarrelRotationLastPacket = TurretBarrel.transform.rotation;
                 }
                 BodyPositionLastPacket = TurretBody.transform.position;
             }
         }
     }
 }

This is the way I am currently updating the position of the Player, is there any way to change this to make it smoother? As in, maybe not take into account the miniscule jittering of the belts or something?

Thank you for answers in advance!

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