UnityDevs - Locomotion Networking and more

Hello everyone!

After several months of tough work we’ve finally got up on our feet,
and with satisfaction we introduce to you

http://unitydevs.com

Right now there are just a few items, but soon there will be more.

First of all, we created Networking for Locomotion, a full description can be found here:

[http://unitydevs.com/item/locomotion-networking/

](http://unitydevs.com/item/locomotion-networking/)

And a complex Web Builder Tool, which creates progressively loading levels with all of the tedious progressbar scripting done automatically.

[http://unitydevs.com/preview/item/web-build-pro/

](http://unitydevs.com/preview/item/web-build-pro/)

Hope you’ll find it usefull, we’re looking forward to your feedback too!

In the Locomotion-Networking system what is exactly what do I get? an unitypackage? which content? Is it possible to use easily your own models? I ask this last question because I found specially difficult to configure the locomotion system with another model different to the “Hero”(model from Unity showed in screens).
Thanks in advance.

You get a unitypackage with *Motor, *Character scripts and some additional ones. You can find the full list in the screen on the bottom of the product page.
You’ll also get a working demo scene and a manual how to make those things.

The set of scripts is a modification of the locomotion scripts, which means that if you wired locomotion once with your model you DON’T have rewire the whole thing again- simply swap the modified components on the model and add a NetworkView script.

We’re not simplifying the locomotion process by this script, we’re just extending it functionality.

This networking Locomotion system is Unity 3.0 compatible ?

Yes, it is :slight_smile:
Unity 3 also gives you the freedom to observe the connection more deeply in editor window.

And obviously if new version of Locomotion will be released we’ll provide support for that.

Thnx.

This is very good news. Will definitely save me time figuring out the locomotion networking on my own.

We are looking into purchasing the package but there is one thing that concerns us:

In the demo, if you move the character and pay attention to what happens to the “client side” animation when he stops: there’s some weird jagged motion where legs fluctuate quite a lot while animation transitions to ‘idle’.

Do you think this issue could be fixed in the future?
Thanks
Gennadiy

Upadte: new version is a bit more smooth and accurate. Also some bugs were fixed.

I’ve just tested it with 4 players: Nice resource !

Of course, if there is lag you can see some animation glitch. This is particularly visible when jumping continually. But this is most visible in the demo because the animation transition at the end of the jump is not smooth.

Keep up the good work!

Very nice, thanks for the prompt fix! This version looks better (although the jagging still occurs in some occasions, maybe it has to do with the sphere surface?).

Is the setup using any kind of prediction/interpolation? If so, how easy it is to customize?

Yes it uses prediction - received informations are extrapolated. It is trying to predict player’s position as precisely as possible - result are pretty good but it causes some problems, like the one mentioned in your posts.

All important parameters can be customized - they will appear as addition to standard locomotion settings.

They affect only client side so they can be tweaked in editor, even without restarting the game (results will be visible at once).

How hard is it to adapt the code to use interpolation instead (more like the standard networked rigid body)?

I mean that as a user of the package, not suggesting this as a feature.

It is possible, but it would need some changes. I’ll add it in future.

The webplayer preview doesn’t work. It says “Invalid data file”. :shock:

I have the Unity web player updated to the last 2.6.1 version.

I’ve uploaded that files again and it should work fine now.

However it seemed working o me, so it might be some server problem. If it still don’t work then damaged files are in cache - clearing it should fix that.

I often saw what character keep moving on some networking machine when it original player is staying.
How to prevent this?

I guess that bug might be caused by a lost packet - player usually stops at once, and information about it may be sent as a single message.

If this is the cause, I think the main solution is to synchronize movement data manually from time to time.

I’ll take a look at it.