Smoothing the translation of a vehicle transform over multiplayer?

I am developing a game where I have vehicles in a multiplayer environment. My vehicle’s send their position to the other players over the internet, and my trouble is that when the player’s velocity is large I notice a jitter (it becomes more noticeable the faster the vehicles move). I was wondering if there were any advanced methods of interpolation that I could consider to make the motion seem more smooth/realistic.

I currently use Unity’s built in interpolation but even very high values don’t seem to make a difference after a certain point.

I am currently sending the transform only through the NetworkTransform and I do not use Rigidbody3D. Also when a player is in control of a vehicle, that player alone calculates the vehicle physics and just sends it’s transform to the server/other players.

Thanks for any advice!

Estimate future frame and interpolate against this aka extrapolate. Probably a built in function for this in Unity Networking, we use a custom client side prediction. Works well with fast moving objects, like here (Watch the magazine being thrown)

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