Loading video...

Video Failed to Load

Go Home

Okay so I got it half-working, here are two major footguns worth noting: 1. Avoid setting network ownership unless you intend to turn off prediction. 2. If you are running code on the server and client, make sure they run at the same StepFrequency (Hz60 seems good)

11,936 views • 2 months ago •via X (Twitter)

8 Comments

Peter McNeill's profile picture
Peter McNeill2 months ago

Yeah you gotta watch bindToSim it’s caught me out a couple times too

StrobaCat's profile picture
StrobaCat2 months ago

the only issue with this is that high ping players cant play

Foire's profile picture
Foire2 months ago

uhm, I don't know if this is in any way the right place to report a bug, but while playing the stalker 2 I found a player looking like this. They don't see it on their own gameplay so it might be client sided

vaayu (@r_dot117)'s profile picture
vaayu (@r_dot117)2 months ago

Movement seems quite jittery, and its examples like this that make me averse to trying out server-authority. Do you think it’s due to you still figuring out the implementation, or is it just always messy with character movement?

Foire's profile picture
Foire2 months ago

anyone up for playing the stalker 2 right now?

.'s profile picture
.2 months ago

Add a stalker chance system, please.

Tenebris Noctua's profile picture
Tenebris Noctua2 months ago

You don't need network ownership for turning off prediction an engine method exists to accomplish just that.

DinoWattz's profile picture
DinoWattz2 months ago

alright alright, I see the potential what's wrong with the ladder though? 😭

Related Videos