(NGO) Bullets spawn really late on the client (from serverrpc)

Looking at the Galactic Kittens demo scene,
if player (client) moves up and shoots at the same time, bullets spawn way behind the players current position.

shooting script:
https://github.com/UnityTechnologies/GalacticKittens/blob/main/Assets/Scripts/Player/PlayerShipShootBullet.cs#L32

Are there any easy/good ways to fix that?

Related thread:
https://discussions.unity.com/t/895963

There isn't a good lag compensation solution in the Netcode for GameObjects SDK at the moment. We're working on it.

It is a typical limitation of client-inputs with server-authoritative, we didn't get the time yet to invest in effective ways to mitigate it.

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