I’ve been doing some reading on networking lately and there seems to be a disagreement on whether or not to send user inputs unreliably vs reliably using an Authoritative server setup.
So my question is which is the best way to go about it?
I am toying with an authoritative server setup to do a 3rd person multiplayer game in real time (not turn based) and I am having great issue with client side prediction and error correction. I have been using the authoritative example from unity (using graduallyupdatestate.cs) but it seems no matter how I modify it I can’t get smooth movement from the client even connected to a server on the same computer.
I am now looking into adding client input prediction into the correction algorithm but I need to add the input into the buffered states to create a rewind and replay correction mechanic before I can make it happen.
So, unreliable client input constantly streamed vs reliable client input (sent via RPC).
Any thoughts or ideas?