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Network Interpolated Transform resets position?
I have a script that activates the network interpolated transform script from the Networking Example, but whenever it activates, the network interpolation script seems to just reset the position to 0, and not where the object should be.
Does any one know what is causing the reset?
Here's the code by the way:
using UnityEngine;
using System.Collections;
public class NetworkInterpolatedTransform : MonoBehaviour {
public double interpolationBackTime = 0.1;
internal struct State
{
internal double timestamp;
internal Vector3 pos;
internal Quaternion rot;
}
// We store twenty states with "playback" information
State[] m_BufferedState = new State[20];
// Keep track of what slots are used
int m_TimestampCount;
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
// Always send transform (depending on reliability of the network view)
if (stream.isWriting)
{
Vector3 pos = transform.localPosition;
Quaternion rot = transform.localRotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
}
// When receiving, buffer the information
else
{
// Receive latest state information
Vector3 pos = transform.position;
Quaternion rot = Quaternion.identity;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
// Shift buffer contents, oldest data erased, 18 becomes 19, ... , 0 becomes 1
for (int i = m_BufferedState.Length-1; i >= 1; i--)
{
m_BufferedState[i] = m_BufferedState[i-1];
}
// Save currect received state as 0 in the buffer, safe to overwrite after shifting
State state;
state.timestamp = info.timestamp;
state.pos = pos;
state.rot = rot;
m_BufferedState[0] = state;
// Increment state count but never exceed buffer size
m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);
// Check integrity, lowest numbered state in the buffer is newest and so on
for (int i = 0; i < m_TimestampCount-1; i++)
{
if (m_BufferedState[i].timestamp < m_BufferedState[i+1].timestamp)
Debug.Log("State inconsistent");
}
//Debug.Log("stamp: " + info.timestamp + "my time: " + Network.time + "delta: " + (Network.time - info.timestamp));
}
}
// This only runs where the component is enabled, which is only on remote peers (server/clients)
void Update ()
{
double currentTime = Network.time;
double interpolationTime = currentTime - interpolationBackTime;
// We have a window of interpolationBackTime where we basically play
// By having interpolationBackTime the average ping, you will usually use interpolation.
// And only if no more data arrives we will use extrapolation
// Use interpolation
// Check if latest state exceeds interpolation time, if this is the case then
// it is too old and extrapolation should be used
if (m_BufferedState[0].timestamp > interpolationTime)
{
for (int i = 0; i < m_TimestampCount; i++)
{
// Find the state which matches the interpolation time (time+0.1) or use last state
if (m_BufferedState[i].timestamp <= interpolationTime || i == m_TimestampCount-1)
{
// The state one slot newer (<100ms) than the best playback state
State rhs = m_BufferedState[Mathf.Max(i-1, 0)];
// The best playback state (closest to 100 ms old (default time))
State lhs = m_BufferedState[i];
// Use the time between the two slots to determine if interpolation is necessary
double length = rhs.timestamp - lhs.timestamp;
float t = 0.0F;
// As the time difference gets closer to 100 ms t gets closer to 1 in
// which case rhs is only used
if (length > 0.0001)
t = (float)((interpolationTime - lhs.timestamp) / length);
// if t=0 => lhs is used directly
transform.localPosition = Vector3.Lerp(lhs.pos, rhs.pos, t);
transform.localRotation = Quaternion.Slerp(lhs.rot, rhs.rot, t);
return;
}
}
}
// Use extrapolation. Here we do something really simple and just repeat the last
// received state. You can do clever stuff with predicting what should happen.
else
{
State latest = m_BufferedState[0];
transform.localPosition = latest.pos;
transform.localRotation = latest.rot;
}
}
}
Sorry if it's long!
insert Debug.Log() to OnSerializeNetworkView method to monitor which data is sended and received.
That's really strange... the data I'm sending is correct, but the data I'm receiving is completely wrong. What's going on here?
do you check this data between sender and receiver? or something in between? for example, if you test data sending by client and receiving by another client, it could be changed by server those clients connected to.
describe you application stucture please. clients with single unplayable server, or server is one of clients, or something? where exactly in this model did you check sending and receiving?
Answer by SomeGuy22 · Aug 07, 2012 at 11:19 PM
ScroodgeM:
inerpolater transform script should apply data on server immediately, and use interpolation on clients only.
SomeGuy22:
Oh. So then I'd have to write a custom transform sync script for them?
ScroodgeM:
"methinks it's always the best way to achieve what you want 8)
but in your case if you want not to write custom sync, you should just avoid this position losings...
interpolater transform should do some another work on server. it should receive and store data in some variables, and on sending data just send these stored data. in this way you needn't move object on server. but really more comfortable to make the same scene on server and have no problems at all 8)"
EDIT: Unfortunately the same glitch is happening: the data being received is completely wrong even with a custom script. Anyone have any ideas?
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