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Question by ajihtr · May 15, 2019 at 10:22 AM · networkingunity 2dphotonsynchronizationpun

PUN - Unity 2D Synchroniztion

Hello. I am working on a multiplayer 2D game in unity and I am using PUN(v1.0). I am not using transform view or rigidbody view nor anyother views. I am only using Photon view in my Player and made the photon view observe the following script which is given below to sync the players.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NetworkCharcater : Photon.MonoBehaviour {
 
     public Rigidbody2D rb;
     private Vector2 remoteVelocity;
     private Vector3 realPosition=Vector3.zero;
     private Quaternion realRotation=Quaternion.identity;
 
     // Use this for initialization
     void Start () {
     }
 
     // Update is called once per frame
     void Update () {
         if (!photonView.isMine) {
             transform.position = Vector3.Lerp (transform.position, realPosition, 0.1f);
             transform.rotation = Quaternion.Lerp (transform.rotation, realRotation, 0.1f);
             rb.velocity += remoteVelocity;    
         }
     }
 
     public void OnPhotonSerializeView(PhotonStream stream,PhotonMessageInfo info){
         if (stream.isWriting) {
             stream.SendNext (transform.position);
             stream.SendNext(transform.rotation);
             stream.SendNext (rb.velocity);
         } else {
             realPosition = (Vector3)stream.ReceiveNext ();
             realRotation = (Quaternion)stream.ReceiveNext ();
             rb.velocity = (Vector2)stream.ReceiveNext ();
 
             float lag = Mathf.Abs ((float)(PhotonNetwork.time - info.timestamp));
             remoteVelocity = rb.velocity * lag;
         }
     }
 
 }

It works fine.But I am not satisfied with the synchronization and still has some delay in synchroniztion. It is an action fighting game, so I want to get a perfect sync. Please help!! What is the best way to sync the data perfectly(2D game)??

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avatar image Captain_Pineapple · May 15, 2019 at 01:59 PM 0
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in general, there is nothing like "perfect sync"

you can only try to achive "best way to fake the player into believing that what he sees is actually real"

In general i found that ins$$anonymous$$d of going by a velocity synchronization, using a slightly in the future predicted position and then lerping there works good. (That is as long as you don't crash in things with full speed. It will look like the other player clips in the wall for a short moment.

So in general your idea of better "data syncing" is perhaps the wrong side to start. The sync already works as good at it will get. Now the only thing you can do is take some math and try to tweak with some predictive methods to try and get the most out of it.

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