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Question by IniquitousFox · Apr 14, 2014 at 06:04 PM · physicsnetworkingjitterauthoritative server

Multiplayer jitter on client

I'm working on a multiplayer hockey game with an authoritative server, but I'm having a strange jitter on the clients that I can't seem to track down. On the server it looks (relatively) smooth, but on the client it looks like this:

alt text

I don't have any prediction/compensation yet because I didn't want to cover up the jitter so the general jerkiness is understandable, but that shouldn't cause it to lurch forward and back again every few frames like that.

I'm sending the input from clients to the server and running my movement code there so there shouldn't be any conflict there.

I thought it might be that the client was calculating physics based on the velocity coming back from the server and it was conflicting with the updates coming from the server, but if I Destroy the rigidbody in Start on the clients, it doesn't make any difference. Now that I think about it, I don't have a NetworkView monitoring a rigidbody or anything anyway, so that can't be it.

I also thought it might be an issue of packets arriving out of order, but changing the NetworkView to Reliable Delta Compressed should prevent that and it also makes no difference. I also tried printing timestamps and they were all in order.

I'm out of good ideas what could be causing this. Help?

Edit: Here's another gif that demonstrates it better. I turned the sendrate down so you can more clearly see the time between updates from the server that I could smooth out with interpolation and the weird inconsistent jerk forward then back on some frames that I don't know how to fix.

alt text

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avatar image murkertrer · Jan 13, 2015 at 01:18 AM 0
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Hey Bro, Have you found any solutions? I'm having very similar effects on the client side, in an Authoritative server. :s

avatar image Taxen0 · Jan 13, 2015 at 09:05 AM 0
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how are you syncing the movement between client and server? simply making sure the transform is the same each update some other way?

Have you tried setting the sendrate to some high value just for testing purposes? try something like 50 and see if it goes away. If so some kind of movement prediction should fix this for you.

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