Hi everybody !
I doing a multiplayer game in 2d with 4 direction .
I have a little problem to my system of movement over the network …
Every 0.5 second I’m receive the position of other player, then , I’m using velocity with specific speed to move the player point A to point B
But my game is a 4 directionnnal game , so sometimes I can see player move in diagonal and I don’t want …
I think about a system to go first on the Y axis , then go to the X position .
But I don’t know how to do that …its possible to use coroutine?( I don’t really understand how it’s work )
So if someone can help/teach me how I can do I’ll really appreciate !
I wish you a good night !
So, are you saying if you get 2+ movements within the timeframe, your code is telling the game object to move towards a destination (which may be diagonal?).
If that’s correct, perhaps you can send a “list of movement inputs”, then execute them sequentially, instead?
If that’s not it, what’d I get wrong? lol 
Thanks for your anwser on 2 topic about my problem ^^ i really appraciate !
Yes that it ! but i’ll prefer to send the position ,because sometimes some RPC can’t be not receive no? so if some rpc is missing, the position will not be the real position 
unless I’m wrong maybe ? ^^
but i like your idea cause the path will be the real path of other player and i would like to solve this too ^^
Can you also explain how can i send a list of input ? How can i have the time of the direction and send it ? and the final … how to execute them “sequentiallty” ?
Thanks again for your help! Have a good night!
Well, okay, maybe it depends on the “Speed” of your game; if it’s fast moving, maybe the final position is the real important one, in which case you might prefer to work out how to move up and over ( to reach there). Of course, this still means you have to be sure the data (destination) arrives properly 
If you’re using photon, I don’t know, as I said in the other thread… but if it’s like Unity you can change the channel type to reliable (or ordered reliable). That’s what I meant about sequential, as well… Save up the moves for your 1/2 second, then send them together, and just play them back 1 at a time.
Back to my comment about fast… maybe it won’t matter, even fast paced should be okay with taking some input every 1/2 second, I would think 
Just think over the concept, then if you’re not sure how to do it… I guess you have to ask a specific networking question (or whatever you’re unsure about)
Good luck, though.
Thanks for your anwser! i will do a mix with my first idea and your’s!
i will sent every 0.5 second the input in a list, with how much time /movement
then play on the other client, and at the final step, i’ll check if the distance send position/real is greater than 0.X and recalculate a new path if it is !
Thanks again ! have a good night !