- Home /
Question by
StalkerSmerch · Feb 02, 2018 at 08:38 PM ·
networkingserverclientprediction
What better using for Multiplayer with authoritative server and client prediction rigidbody-controller? And how?
I want make a action FPS multiplayer game with rigidbody-controller. I tried to use the UNET HLAPI for the authoritative server and client prediction, but I can not implement the client's prediction. Data from the server and the client are starting to drift off very quickly. How do I understand this is a problem in physical engine? Is there any way to fix this? Or it is necessary to change something? Can you show a few sources with the solution to this problem?
Comment