馃悰 Description
I was using netfox version 1.42.4 and was generally happy with it until I hit the packet size limit. As far as I understand, packet fragmentation was introduced in this commit, but it seems to have broken prediction in RollbackSynchronizer.
Specifically, the host's head jitters, and players jitter at the end of their movement (it looks as if prediction keeps moving the player forward even though the player has already released the button, which causes them to teleport back)
Steps to reproduce
- Download the MRE
- Open the project
- Build the project
- Enable Netfox Sharp plugin
- Go to
Debug -> Customize Run Instances..., check Enable Multiple Instances, and set the instance count to 2
- Run it
Versions
- Godot version: 4.6.3 mono
- netfox version: latest from main branch
Notes
You can disable prediction in player.tscn to verify that the issue is indeed caused by prediction
MRE
Archive.zip
馃悰 Description
I was using netfox version 1.42.4 and was generally happy with it until I hit the packet size limit. As far as I understand, packet fragmentation was introduced in this commit, but it seems to have broken prediction in
RollbackSynchronizer.Specifically, the host's head jitters, and players jitter at the end of their movement (it looks as if prediction keeps moving the player forward even though the player has already released the button, which causes them to teleport back)
Steps to reproduce
Debug->Customize Run Instances..., checkEnable Multiple Instances, and set the instance count to 2Versions
Notes
You can disable prediction in
player.tscnto verify that the issue is indeed caused by predictionMRE
Archive.zip