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Network Transform Slow Rotations
I am trying to learn how to us the Unity Transform network system, but i've run into a slight problem. When using The Network Transform and syncing onto my players (I am playing around with a tanks type game) if I turn the tank 180 degrees on my local client, it works perfectly fine; however, even though the network transform is syncing the positions perfectly the rotations are being updated slow; they sync like I Lerped the rotations at an extremely slow pace.
What I mean by this is if it takes 0.5 seconds to rotate the tank 360 degrees, other connected players will see that same rotation being performed in 5-10 seconds. This is when I select the Sync Rigidbody 3D option.
I've tried to use Sync Transform option and the rotation and position works fine, albiet a little stuttery. There is a problem though because if one player tank bump into the other, the local player will see the opponents tank fly in the other direction while the opponents tank will remain in place and the entire game will desynchronize.
I would like to find a way to not only accurately update each tank's positions and rotations, but also update their respective rigid bodies so the tanks can freely collide and bump into each other.
If anyone has some insight on this or knows of some helpful tutorials on making unity multiplayer smooth and responsive that would be incredibly helpful! Thanks.
TL;DR (I know I type long):
I suck and implementing Unity Networking and need someway to make my multiplayer game stay synchronized and feel reactive and smooth.