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Question by Suave · Apr 24, 2020 at 11:22 PM · networkingbug-perhapsclient-serverbug report

[Client-side prediction] Same script, same settings, different behaviours in seperate unity projects

Hi all,

I have a project for the client and another for the server. My game works on an authoritative server. The client sends inputs, the server renders those inputs and send back the result.

Now I'm trying to implement client-side prediction by letting the client control their character freely from the server's render (server only checks if the position is right). How ever, when COPYING all my server behaviour scripts to the client side, I get different results. The player moves super slow. This affects the player's gravity as well as player movement (again, client side).

I'm using a character controler to move the player and the Move() function. I've double checked all the settings and debuged values both on client and server side and they both are making the player move on the right vector2 direction and exactly 0.2f speed. How ever the out come differs.

Thanks in advance

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