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Unity Network Transform delay
I'm having trouble with delay with network transform. I've tried making a new really simple game just to test it, but the delay is still there.
What I've done in the simple project is: Create a NetworkManager with and added Network Manager HUD Used Auto Create Player in NetworkManager to spawn players, that can move forward and backwards beside each other.
When i test it there is like half a second delay between the players. Which is a major problem when the main game I'm trying to make is a football game, with means you're unable to play around the ball, when you can't know where the enemy player is accurately. I know you can change the Interokation on the NetworkTransform, but that doesn't really help with the huge delay. Am I missing something, or is NetworkTransform just slow?
Answer by BenjaminJepsen · Nov 22, 2018 at 08:31 AM
After testing it seems like "Interpolate Movement Factor" in the network transform is the problem. Because the delay is way lower if i just simply use Commands and ClientRpc with no interpolation, or drop interpolation to 0 and increase snap threshold to a big number. Isn't interpolation suppose to predict where the object is? (I'm only running straight) Because it seems like it is putting a delay on everything to make it seem smooth instead.
This is not a solution though, because I will still need interpolation, but do i have to create my own Network Transform, or am i still missing something?