Could you do a video about predicted spawning? In the documentation it mentions: "Using Predicted Spawning Once enabled globally and per your desired objects predicted spawning and despawning may be used on clients as though they were the server. All of the same spawn and despawn methods work, including even specifying who may own the object when spawned." But I'm a little unclear on how you spawn you're objects after you've added the PredictedSpawn component cause the docs say: may be used on clients as though they were the server but spawning does not work without a [serverRPC] so I'm not sure what's meant by that. I've tried numerous diffrent configurations but nothing seems to make any difference when spawning in bullets for my top down shooter games.
@mattseaton5832 Жыл бұрын
I thought the whole point of reconciliation was to keep the client constrained to the server position. I really don't understand how this works. Are there any online resources that can explain it in detail.
@maksimhapeyenka24356 ай бұрын
The whole point of reconciliation is to do "less predicting" on the client. Yes, kind of keeping the client softly constrained to the server state. Reconciliation means notifying a client of the latest server state available, but "latest server state" doesn't mean it was received right now. If something happened between Reconciliation and now, we need to "predict" it on the client, taking into consideration player's movement, that happened after reconciliation (to achieve game responsiveness). More often reconciliation = less predicting required (meaning less client speculation).
@rodrigo.cs.machado Жыл бұрын
Hi, I'm trying to make a 3D drawing system in VR, it works fine. But I already tried to put it to work online with photon pun in several ways and I couldn't, even with the help of ChatGPT 4, I still couldn't make the other player see the drawing