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How to sync a basic network game as close as possible between clients

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Hi I have a very basic prototype in unity of a game where by I fire a projectile with a obstacle in the environment that moves blocking its trajectory. Due to the fact that time between events is obviously not instant between clients i have a slight issue where one user shoots the projectile and hits the target, but the other player sees it miss the target entirely. Picture to explain better: The main problem is that the position of the moving obstacle is not in the same position "now" upon the firing event received for client B as it was for client A.This is not an FPS or something like that, the moving obstacle is part of the environment rather than another player. So i am thinking i should be able to get this moving obstacle sync'd far better than i could with player positions. Now i know this is not 100% solvable due to the nature of networks but am wondering what solutions i can implement to reduce the amount of error for this.

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