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Question by botiapa · Mar 19, 2018 at 03:58 PM · movementmultiplayersynchronizationsyncvehicle

UNET Multiplayer Vehicle Movement sync issues

Hi!

I'm just starting out in UNet and unity in general. I'm trying to implement the default vehicle asset, in multiplayer. I'm doing this by replicating the "MOVE" method call in the server and in every client. It works for about 1-2 seconds, and then more I drive around, the worse the sync gets between the clients and the server. There must be a better way of doing this, because I have two identical methods, but one is the rpc call and the other is the command. I captured a little video demonstrating the problem: Video demonstrating the problem

And here is how I've done the coding(Pseudo code):

 FP Controller script:
 
 void updateCar() 
 {
 -(Getting input)
 
 carUserControl.m_Car.CmdMove(h, v, v, handbrake);
 }
 
 Car User Control script:
 
 public void CmdMove(float steering, float accel, float footbrake, float handbrake)
 {
 -(Moving the car)
 
 RpcMove(steering, accel, footbrake, handbrake);
 }

 void RpcMove(float steering, float accel, float footbrake, float handbrake)
 {
 -(Moving the car)
 }

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