I’m making an authoritative multiplayer fps, it works fine when sending just the “horizontal” and “vertical” a.k.a keypress inputs. The problem occurs when sending mouse inputs to the server because it works based on mouse sensitivity…the server acts completely different from client side, so the prediction gets really screwed up.
anyone have a work around for this problem ? I kinda solved it but still there is bit of lag.[/code]
Since I’m using an authoritative multiplayer game (more of a simulation), a player can’t rotate/move his character client-side and must ask the server to do it for him. I attach this script to the parent object of a player’s character and set it so the player would be able to rotate his character horizontally. I do the same with a child object that has the camera component and set it to only work in y-axis, but this one doesn’t necessarily need to be authoritative (as it wont affect anything).