Comments (9)
Hey there, I suggest reading my last comment on your PR, it explains the situation well.
Also I'm working on a 100% deterministic physics. It still need more functionalities but once coupled with this repo, it could give good result.
About the second solution it can be something to implement, I mean if people don't want it they may just turn it off. The good point is that such logic is already implemented at the end of the sync manager, it's only comparing state and crying if they don't match and the send logic is not abstracted to the Network Adaptor, but that's not a big amount of work tbh 🙂
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Okay, now i read it.
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Oh that's right, now i'm reading it, you're talking about RemotEstateMismatch, thank you for you patience,
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Yes exactly, now the logic need to be determined, if we discover a mismatch we need a strong logic to determine which one is right
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Maybe just say "if it's the client then your state is wrong and you must resimulate" then?
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Yes but as this is 100% p2p their is no clear server, but well most of the game will implement a "group/game master" guy, so it should not be a problem 🙂
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As long as everyone end up in the same state, that's all we want 😅
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Yeah, that sounds very good,
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Just leaving this here, there's a problem with sending the world state: if the player changed input and the server sends them the state before the input gets rolled back without the input, that could cause a desync, the "strong logic" you talked about really matters.
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Related Issues (4)
- Cannot open file 'res://network/Network.cs'. HOT 1
- Inputs not parsed properly. HOT 7
- Unity. HOT 1
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