Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by megargayu · Dec 18, 2020 at 10:28 PM · multiplayerunity 2dshootingtop down shooter

Shooting projectiles in a 2d top down shooter with multiplayer

Hi everyone!

So, I am currently making a top-down shooter with multiplayer using Mirror. Here is my projectile script:

 using UnityEngine;
 using Mirror;
 
 public class ShootProjectile : NetworkBehaviour
 {
     public GameObject projectile;
     public float projectileSpeed;
 
     void Update()
     {
         if (isLocalPlayer && Input.GetMouseButtonDown(0))
         {
             Vector3 mouseDir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
             mouseDir.z = 0;
             mouseDir = mouseDir.normalized;
 
             CmdShoot(mouseDir);
         }
     }
 
     [Command]
     void CmdShoot(Vector3 mouseDir)
     {
         GameObject shot = Instantiate(projectile, transform.position, Quaternion.identity);
         shot.transform.position += mouseDir;
         shot.GetComponent<Rigidbody2D>().velocity = mouseDir * projectileSpeed;
         NetworkServer.Spawn(shot);
     }
 }
 

I have a prefab Projectile which contains a Rigidbody2D, Circle Collider 2D, and a NetworkTransform. This script is on my player object. The problem is, if I move the player right after I click the mouse button and shoot, the server spawns the projectile on the player's old position, so I get the behaviour shown below (on Client): Shooting lag (Client) However, this barely happens when I shoot on a Server+Client and doesn't happen when I don't move while shooting, making me think that this has to do with the server not creating the projectile fast enough and not realizing the player has moved in the time it took for it to create it. Here is an example on a Server+Client instance: Barely any shooting lag (Server+Client) How do I remove this lag completely/tell the server to spawn the projectile in the new position?

Thanks in advance for your help!

NOTE: I ran the Server+Client and Client on the same machine in both tests, meaning the problem probably wasn't because of my internet.

shoot-lag.gif (411.0 kB)
no-shoot-lag.gif (517.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by tuinal · Dec 18, 2020 at 11:29 PM

At a glance it feels like the kind of problem where you need some dead-reckoning (Googleable term!).

Basically, the network will always lag a bit. The client needs to update per-frame, and guesstimate where things should be inbetween packets. It's normal for any multiplayer game to not be consistent between clients - if you look at two screenshots of two players at any given time, they won't see exactly the same thing.

What matters, as you've picked up on, is the client experience. What you want to do is spawn the shot 'correctly' (visually) on the client, and use the server data to inform and update it's trajectory when it spawns, rather than directly set its position (which should always be at the intended origin). This will mean the shot appears to happen later on the client than it actually did, but has a higher velocity to compensate - but will look 'correct' to a player.

I realise this isn't as useful as a code implementation, but hope it's some limited help!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image megargayu · Dec 20, 2020 at 02:13 AM 0
Share

Thanks for the basic idea - but do you have any idea how to implement this? Also, what do you mean "a higher velocity to compensate"?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

202 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

health bar and shooting position are static and does not move with animation 0 Answers

Multiplayer guns firing at same time 1 Answer

Network Sync Bullet 2D 0 Answers

Need help... Start Button no longer working!!!!! 0 Answers

Ship won't shoot right in SMHUP. Help?? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges