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Interpolation causes collider "slides" a little when bump into each other

Open onigumo69 opened this issue 1 year ago • 2 comments

I'm using the Kinematic Character Controller from the asset store which I really like, right now I'm having a issue is if I enable the ClientNetworkTransform's Interpolate option ON, then if control one player bump into another player, it will cause the other player's position move a tiny bit amount, (on certain direction with 0.001~0.01 units) if I disable the Interpolate, then it will stay completely still 1 2

onigumo69 avatar Apr 30 '24 03:04 onigumo69

@onigumo69 What version of NGO are you using?

Also, what kind of physics material are you using for the character and what is the mass settings? You might be able to avoid that issue by adding a physics material with more friction to prevent motion with minor impacts like that.

You might also want to try NGO v2.0.0-exp.2 (available in Unity 6 or 6000.0 beta) that has a bunch of updates to NetworkRigidbody and NetworkTransform where you can enable Use Rigidbody for Motion to apply all state updates directly to the Rigidbody and not the transform (which combined with a physics material that has a higher surface friction this kind of thing can be prevented).

NoelStephensUnity avatar May 01 '24 00:05 NoelStephensUnity

@NoelStephensUnity Netcode for GameObjects 1.8.1; No physics material for the character, mass in the rigidbody is 1; Will try to add a physics material to see what happens but I don't know if that will break Kinematic Character Controller; Maybe will try the NGO v2.0.0-exp.2;

onigumo69 avatar May 07 '24 04:05 onigumo69