Showing results for

player

movement

on fish-networking.gitbook.io
fish-networking.gitbook.io › docs › tutorials › getting started
Moving Your Player Around | Fish-Net: Networking Evolved
...Client-Authoritative Movement Script
For many games, particularly those with real-time player input, client-authoritative movement is the most straightforward approach. This means...
fish-networking.gitbook.io › docs › guides › features
What Is Client-Side Prediction | Fish-Net: Networking Evolved
...latency, and could ruin the experience for players if your game is expected to have responsive movement. This is why having CSP built into...
fish-networking.gitbook.io › docs › guides › features
Ownership | Fish-Net: Networking Evolved
...Below is an example of movement logic restricted to the object's owner:
void Update()
{
// The client's game instance will have several player...
fish-networking.gitbook.io › docs › fishnet building blocks › components
OfflineTickSmoother | Fish-Net: Networking Evolved
OfflineTickSmoother
The Offline Tick Smoother component ensures smooth and visually consistent movement of non-networked objects by interpolating their positions, rotations, and scale between...
fish-networking.gitbook.io › docs › fishnet building blocks › components
NetworkTickSmoother | Fish-Net: Networking Evolved
NetworkTickSmoother
The Network Tick Smoother component ensures smooth and visually consistent movement of networked objects by interpolating their positions, rotations, and scale between network...
fish-networking.gitbook.io › docs › fishnet building blocks › components
NetworkTransform | Fish-Net: Networking Evolved
...movement, and scene hierarchy handling. It is essential for multiplayer games where objects need to appear at the same place for all players.
You...
fish-networking.gitbook.io › docs › overview › readme
Pro, Projects, and Support | Fish-Net: Networking Evolved
...Kick players.
Player limits.
Customizable lobby logic and demo game.
FPS Land is not yet available for Fish-Networking V4. We are in the...
fish-networking.gitbook.io › docs › guides › features
Predicting States In Code | Fish-Net: Networking Evolved
...Let's assume your game has a likeliness that players will move in the same direction regularly enough. If a player was holding forward...
fish-networking.gitbook.io › docs › guides › features
Projectiles | Fish-Net: Networking Evolved
...Another bonus to this approach is you are not networking the projectile movement each tick, which saves tremendously on bandwidth and performance.
Here is...
fish-networking.gitbook.io › docs › guides › features
Configuring NetworkObject | Fish-Net: Networking Evolved
...In result the movement and collision system wouldn't behave quite right. With all of that said, typically your colliders and triggers which affect...