There is a fairly basic issue of having to smooth out motion of characters/objects in a networked environment. I’ve learned a thing or two about using lerp and various ways around it, but before I go assembly all of my own locomotion scripts I must ask:
Is there a fairly good library that does this? I know there is no one-fits-all solution, but no doubt someone has cleared a lot of area for smoother general character movement.
I was just wondering if I’ve missed something before I go and start the tiring task of custom-scripting all of my character movement for networking idiosyncracies.
There is a lot of literature on the subject on the web. As you note, because every game is different, and both its requirements, and the implementors decisions about the tradeoffs about how to implement lag compensation will be different, you kind of have to roll your own. But the basics are the same, more or less. Note that because of the way Unity works, you can’t implement some of the key server-authoritative methods that top-tier games use - rolling back the physics simulation when new player input comes in to compensate for lag, etc etc. So you have further constraints on what and how you can implement these things, and what it will mean for the player wrt “ownership” of the simulation and game state. Good luck!
Every game is different so I don’t think there will ever be a 1 size fit’s all solution for smooth network syncing. I think you’ll have to build your own.