Multiplayer: Move to: Sprite Angle interpolates at arrives

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This is a code so you can see the same skin on all screens (peers). Each peer gets a skin, in addition to 4 directions t
  • Hi, sorry for my english.

    I'm trying a mini game like "Agar.io" to learn multiplayer plugin.

    All is going relativilly good... BUT:

    In the host layout everything looks OK, but in the peer Layout, when the peer meets the destination of his "move to" behavoir the sprite seems to interpolate his angle from 0 to his actual angle. This is only in the peer version of the game. The host, and even other peers dont see this "interpolation".

    peer object is synced position and angle. peer has "local input prediction" ON.

    Could it be the "move to" behavoir is in conflict with the multiplayer pluggin?

    In this case how can i simulate the local movement for the peer? i need to

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  • Are you using the same move to behavior on the host as the peer side? They need to match for local input prediction to work.

    Is your sync object bandwidth set to normal?

  • Thanks for try to help!

    Yes both

  • I'd tried putting the "move to" peer event in the "on server update" event, out of there, i cant figure it out.

    When i toggle disabled the move to event there are not the "angle interpolation" but is laggy

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