Looking for suggestion to a latency issue

Hi,
I’ve been trying to work on a game idea where the players play as characters inside of a vehicle that can be controlled.
I’m using the same method of replication for the vehicle as the krazy karts project.
The problem I am running into is that when the vehicle is moving and a client player walks to the back of the vehicle they get pushed away from it. This happens further from the back the faster the vehicle is moving. If I understand correctly it is because the vehicle on the server is further away in space than the client, the server is telling the client player that they are running into a wall even though the wall is further away from the client perspective.

Does anyone have any suggestions on how to remedy this?

In these cases, probably updating the frequency of server updates is the only choice you have. The default is once a second which is not useful it almost all cases. if you try setting it to 15 times a second and see how you get on, you might find this helps.

Thanks, that seems to have helped the problem of the client being pushed out farther the faster the vehicle is moving. One thing I forgot to mention in my initial post is that when the client player is touching that back wall while it’s moving they start to jitter and it gets more intense the faster it’s moving. I’m not sure if this is rubber banding or the same issue with the client trying to move somewhere the server claims is invalid.

https://youtu.be/7IGDVS-1Kf8

This is to do with physics sweeping and on collision you need to tell the client to stop. No more moving basically. Itis covered a little in the krazy karts section of the course early on when the car was first able to drive out of bounds.

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