Interpolation and extrapolation help

Hi Everyone!

So basically I am currently just trying to understand networking, I have been working in unity for a few years but have now decided to try networking. I have done interpolation, to cancel out lag, unfortunately this has only gone so far, I have read that I need to do extrapolation as well, and I found a cool script, unfortunately, I cant get this to work. What happens is the 2 objects that I want to sync is just pushing each other away. Can anybody tell me what I am doing wrong?

I want the game to be non-authoritative, so is extrapolation possible on the client-side? Please help… This is the script I have:

var simulatePhysics : boolean = true;
var updatePosition : boolean = true;
var physInterp = 0.1;
var netInterp = 0.2;
var ping : float;
var jitter : float;
var localPlayer : GameObject;		//The "Player" GameObject for which this game instance is authoritative. Used to determine if we should be calculating physics on the object this script is controlling, in case it could be colliding with this game instance's "player"
var isResponding = false;			//Updated by the script for diagnostic feedback of the status of this NetworkView
var netCode = " (No Connection)";	//Updated by the script for diagnostic feedback of the status of this NetworkView
private var m : int;
private var p : Vector3;
private var r : Quaternion;
private var states = new State[15];
private var stateCount : int;
 
class State extends System.Object {
    var p : Vector3;
    var r : Quaternion;
    var t : float;
 	function State(p : Vector3, r : Quaternion, t : float) {
        this.p = p;
        this.r = r;
        this.t = t;
    }
}
 
function Start() {
	networkView.observed = this;
}
 
function FixedUpdate() {
	if(!updatePosition || !states[10]) return;
 
	simulatePhysics = (localPlayer  Vector3.Distance(localPlayer.rigidbody.position, rigidbody.position) < 30);
	jitter = Mathf.Lerp(jitter, Mathf.Abs(ping - (Network.time - states[0].t)), Time.deltaTime * .3);
	ping = Mathf.Lerp(ping, Network.time - states[0].t, Time.deltaTime * .3);
 
	rigidbody.isKinematic = !simulatePhysics;
	rigidbody.interpolation = (simulatePhysics ? RigidbodyInterpolation.Interpolate : RigidbodyInterpolation.None);
 
	//Interpolation
	var interpolationTime : float = Network.time - netInterp;
	if (states[0].t > interpolationTime) {												// Target playback time should be present in the buffer
		var i : int;
		for (i=0; i<stateCount; i++) {													// Go through buffer and find correct state to play back
			if (states[i]  (states[i].t <= interpolationTime || i == stateCount-1)) {
				var rhs : State = states[Mathf.Max(i-1, 0)];							// The state one slot newer than the best playback state
				var lhs : State = states[i];											// The best playback state (closest to .1 seconds old)
				var l : float = rhs.t - lhs.t;											// Use the time between the two slots to determine if interpolation is necessary
				var t : float = 0.0;													// As the time difference gets closer to 100 ms, t gets closer to 1 - in which case rhs is used
				if (l > 0.0001) t = ((interpolationTime - lhs.t) / l);					// if t=0 => lhs is used directly
				if(simulatePhysics) {
					rigidbody.position = Vector3.Lerp(rigidbody.position, Vector3.Lerp(lhs.p, rhs.p, t), physInterp);
					rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, Quaternion.Slerp(lhs.r, rhs.r, t), physInterp);
					rigidbody.velocity = ((rhs.p - states[i + 1].p) / (rhs.t - states[i + 1].t));
				}
				else {
					rigidbody.position = Vector3.Lerp(lhs.p, rhs.p, t);
					rigidbody.rotation = Quaternion.Slerp(lhs.r, rhs.r, t);
				}
				isResponding = true;
				netCode = "";
				return;
			}
		}
	}
 
	//Extrapolation
	else  {
		var extrapolationLength : float = (interpolationTime - states[0].t);
		if (extrapolationLength < 1  states[0]  states[1]) {
			if(!simulatePhysics) {
				rigidbody.position = states[0].p + (((states[0].p - states[1].p) / (states[0].t - states[1].t)) * extrapolationLength);
				rigidbody.rotation = states[0].r;
			}
			isResponding = true;
			if(extrapolationLength < .5) netCode = ">";
			else netCode = " (Delayed)";
		}
		else {
			netCode = " (Not Responding)";
			isResponding = false;
		}
	}
	if(simulatePhysics  states[0].t > states[2].t) rigidbody.velocity = ((states[0].p - states[2].p) / (states[0].t - states[2].t));
}
 
function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) {
	//We are the server, and have to keep track of relaying messages between connected clients
	if(stream.isWriting) {
		if(stateCount == 0) return;
		p = states[0].p;
		r = states[0].r;
		m = (Network.time - states[0].t) * 1000;	//m is the number of milliseconds that transpire between the packet's original send time and the time it is resent from the server to all the other clients
		stream.Serialize(p);
		stream.Serialize(r);
		stream.Serialize(m);
	}
 
	//New packet recieved - add it to the states array for interpolation!
	else {
		stream.Serialize(p);
		stream.Serialize(r);
		stream.Serialize(m);
		var state : State = new State(p, r, info.timestamp - (m > 0 ? (parseFloat(m) / 1000) : 0));
		if(stateCount == 0) states[0] = state;
		else if(state.t > states[0].t) {
			for (k=states.Length-1;k>0;k--) states[k] = states[k-1];
			states[0] = state;
		}
		//else Debug.Log(gameObject.name + ": Out-of-order state received and ignored (" + ((states[0].t - state.t) * 1000) + ")" + states[0].t + "---" + state.t + "---" + m + "---" + states[0].p.x + "---" + state.p.x);
		stateCount = Mathf.Min(stateCount + 1, states.Length);
	}
}

Please, If anyone has a cool script for syncing an object over the network (using interpolation and extrapolation) or can tell me what I am doing wrong… let me know :slight_smile: