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Question by Fierobot · Jul 16, 2018 at 07:15 AM · physicsnetworkingmultiplayerforcesynchronization

Multiplayer problem: How can i figure out client lag in position updating calculated by the host?

I'm working on a simple physics game similar to football. It consists in a player (a disk) that kick the ball (it uses applyExplosionForce from its center to kick the ball) and try to score a goal. The disk move itself using applyForce (I didn't choose the simple translation because it doesn't make sense with the game i want to create).

So, I thought that the best way to calculate the position of everything in the game was to call a function [command] whenever i wanted to apply a force to an object. The position is calculated by the host and the client receive the updates through NetworkTransform.

Well it works but very bad. The client is not smooth and the ExplosionForce that the player try to apply in the client works different from the host.

What i should do? I tryed to search every kind of solution on the internet, i didn't find anything.

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