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Determinism of collision judgment of Character Controller
I'm making an online 3D action game. Synchronize using only key input data. To move the character Use CharacterController.Move.
The movement to collide with the collider is left to the CharacterController.
However, when hit wall of many piled up Box Collider, the physical results are different between the host and the client.
Is it possible to match the physical results of CharacterController exactly between the host and client?
I found that Combine BoxCollider of wall into a single MeshCollider, makes the results easier to match.
Is there any other effective approach?
Which multiplayer system are you using ? (old HL/LLapi or new one ?)
Sending packets with P2P function of S$$anonymous$$mSD$$anonymous$$.
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