Unity Network sync mode Character Controller jerky

I want to have smooth movement when I have the Network Transform script use the sync mode of ‘Sync Character Controller.’ What I have is a character’s movement animation playing with the character staying still. About a second or two later, the character transports a few units, in the correct direction. This will repeat as long as I am moving forward, backwards, or any directions. Rotating the character while standing still seems to rotate correctly and accurately.

When I set the sync method to Sync Transform and then set the send rate really high, it looks decent enough. In the past I used rigid bodies and synced on rigid bodies and that looked great. However, the coder who coded up this character decided not to use rigid bodies.

So, how can I make the Sync Character controller look good? Am I missing some options to help Unity interpolate better?

Should I switch to sync mode to Sync Transform and interpolate and predict movement myself? How would I do that?

Should I make the coder use a rigid body and use that sync mode?

Thanks!

This answer was valid 2-3 months ago, maybe things has evolved, but I don’t think you can.
This is a part of unity (and all the highest level in HLAPI pyramid ?) is in beta/broken/too recent and lack of documentation.

Maybe you’ll be lucky enough to sync a card position in a slow card game and make it look fluid, but you won’t be able to sync an object properly in a fast game without implementing lag-compensation tricks.

Here are your keywords for the next months :
Unity, client-side prediction, lag compensation, reconciliation.

Welcome to the hardcore world of networking, where the only ressource is an old Valve paper (if you find the link) :slight_smile:

Also, you can try one of these overexpensive libs.