Hi, I’m trying to implement Client-Side Prediction and Server Reconciliation using netcode for gameobjects.
In order to validate the algorithm I’m using a simple Rigidbody plus 4 wheelcolliders (very simple script), and it’s imposible to rewind to a previous state without rewrite some wheelColliders values ( the trajectory almost fits, but differs a little bit).
Just tried the beta version, and trajectory fits more than previous version, but it still differs, not the same (writin the wheel collider rotationSpeed)
Oh! Sorry, somehow I had missed this mention, and this thread just show up.
It’s nice to see the WheelCollider exposing new features from PhysX. Personally I don’t use the WheelCollider’s rotation speed (it’s always zero in my vehicles), but I’m happy to see that the new properties are useful and people can make good use of them. Thank you!
On my side, I’d be very happy seeing the wheel sweeps exposed
I’m going to use edy’s vehicle physics in the last instance, but I’m trying to rewind only wheelcolliders first. My goal is to be able to rewind an edy’s car.