Hi everyone!
So, I am currently making a top-down shooter with multiplayer using Mirror. Here is my projectile script:
using UnityEngine;
using Mirror;
public class ShootProjectile : NetworkBehaviour
{
public GameObject projectile;
public float projectileSpeed;
void Update()
{
if (isLocalPlayer && Input.GetMouseButtonDown(0))
{
Vector3 mouseDir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
mouseDir.z = 0;
mouseDir = mouseDir.normalized;
CmdShoot(mouseDir);
}
}
[Command]
void CmdShoot(Vector3 mouseDir)
{
GameObject shot = Instantiate(projectile, transform.position, Quaternion.identity);
shot.transform.position += mouseDir;
shot.GetComponent<Rigidbody2D>().velocity = mouseDir * projectileSpeed;
NetworkServer.Spawn(shot);
}
}
I have a prefab Projectile which contains a Rigidbody2D, Circle Collider 2D, and a NetworkTransform. This script is on my player object. The problem is, if I move the player right after I click the mouse button and shoot, the server spawns the projectile on the player’s old position, so I get the behaviour shown below (on Client):
However, this barely happens when I shoot on a Server+Client and doesn’t happen when I don’t move while shooting, making me think that this has to do with the server not creating the projectile fast enough and not realizing the player has moved in the time it took for it to create it. Here is an example on a Server+Client instance:
How do I remove this lag completely/tell the server to spawn the projectile in the new position?
Thanks in advance for your help!
NOTE: I ran the Server+Client and Client on the same machine in both tests, meaning the problem probably wasn’t because of my internet.