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Client-side prediction with rigidbodies ?
Hi, I'm trying my 1st networking project. I have two instance of unity, one being the server (authoritative) and the other the client. I'm using rigidbodies on my players and move them by adding forces. Server and clients communicates with UDP packets. However, I the latency from the communication client-server-client cause a lot of jittering when moving around. I read that I needed client-side prediction to fix that (right now clients send inputs and server send back a force to apply). But I'm stuck and can't seems to get it work. Anyone would know how to implement this ?
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