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Question by Frigerius · Oct 15, 2016 at 06:20 AM · networkingnavmeshagentrts

How to use NavMeshAgents deterministic for RTS LockStep-Networking?

Hi there,

I'm working on a RTS multiplayer game and I'm getting trouble with synchronizing NavMeshAgents. We decided to use a LockStep-Algorithm for synchronizing player inputs so each client should get, for example a move-to-event, at approximately the same time. This event would lead to path calculation for each selected unit. And this is what leads to my problem. Because the input comes at a fixed time, we thought that the non deterministic part of the game, the player inputs, would be deterministic now, but path calculation/following doesn't seems to be so.

Is there a way to force Unitys NavMeshAgents to calculate/follow paths deterministic so they are the same on each client? Collision avoidance could be one of the problems because I think its based on pseudo? physics which are not deterministic (I think). Did one of you had the same problem and was able to resolve it? Or maybe has another workaround?

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avatar image sonderistic · Jun 04, 2019 at 02:29 PM 0
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Bump. I've been wracking my brain trying to figure this out too.

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Answer by Jakems · Jun 06, 2019 at 11:38 AM

Did you find a solution?

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avatar image Frigerius · Jun 06, 2019 at 01:50 PM 0
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Nope, since it was "just" a project at university, we worked around the issue since in the final game, we didn't need it. Now I swapped to Unreal Engine since it's fully open source which makes issues like these way easier to debug and fix^^

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