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Question by luiscamara · Jul 24, 2017 at 07:38 PM · movementnetworkingnetworknavmeshnavmeshagent

Networked movement using navmesh agent

I am experimenting with uNet and I got some doubts about networked movement with navmesh.

In my game, clients move their player characters through a click and move logic, but all pathfinding is done using navmesh agent in the server, and client only receives position updates and interpolates. My question is: is this the correct way to do this? If so, how should I send the updates? Currently I am sending only the steeringTarget to the clients, but this way I lose the agent avoidance behaviour. I am thinking of sending server current position with a certain frequency regardless of the steering target to get the agent avoidance behaviour back. Another alternative is to have the clients receive only their destinations (mouse click position) and follow path using their own navmesh agent. But I found out in other answers that this may lead to sync problems later on (mainly due to non deterministic navmesh agent algorithm).

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