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Question by McJug · Mar 01, 2018 at 11:55 AM · movementnetworkingnavmeshagent

Custom Networking & Nav Mesh Agent

I'm creating a game that utilities a click to move approach and my own network implementation. I'm struggling to network player movement together.


I first attempted to recreate a new path and SetPath of the NavMeshAgent; but noticed it wasn't possible to create a path - only read one. I then attempted to just sync the players current position and rotation - which works but is very jerky. To attempt to resolve this I also synced the velocity/desired velocity/acceleration and tried to predict player movement - but this still seems pretty jerky and I can't seem to accurately do this prediction during the acceleration/braking phases.


Can anyone think of a good way to network these movements, or accurately predict velocity, or am I going to have to roll my own implementation of something like NavMeshAgent?

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Answer by McJug · Mar 05, 2018 at 12:23 PM

I rolled my own implementation.

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