Hi, I’m currently making a multiplayer game where players can fire with cannons off a ship, while an other player controls it. The ships position is lerped on the clients from the current position to the next received position. But propably because of packet loss or the lerp function, the environment around the ship sometimes jitterers noticeable, when a player who is not the network owner of the ship stands on it while it is moving. Because the player gets moved as fast as the ship when he is on it, the ship itself doesn’t jitter from the perspective of the player. It doesn’t matter if I move the ships with physics or transform.translate.
This is especially annoying when the players, which do not own the ship and therefore lerp the position of it, shoot with a cannon while the ship is moving, the cannonballs jitter back and fourth. I think the problem would also be strong noticed if an other ship(or an other object) with the same velocity moves alongside the ship. As I already said thats propably because of dropped network packets and always changing distances Vector3.Lerp got to bypass.
Does someone got a similiar problem or knows a solution to avoid it? It would be great if you could help me :).