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Billiards readme: link prediction article
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@ -10,8 +10,8 @@ While simple, this approach has a major flaw: latency.
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The NetworkManager has a LatencySimulation component to see this on your own computer.
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The NetworkManager has a LatencySimulation component to see this on your own computer.
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Client actions will always feel a bit delayed while waiting for the server.
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Client actions will always feel a bit delayed while waiting for the server.
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The solution to this is called Prediction, which we implemented in our BilliardsPredicted demo.
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The solution to this is called Prediction:
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See the Prediction article in our documentation!
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https://mirror-networking.gitbook.io/docs/manual/general/client-side-prediction
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Notes:
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Notes:
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- Red/White ball Rigidbody CollisionMode needs to be ContinousDynamic to avoid white flying through red sometimes.
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- Red/White ball Rigidbody CollisionMode needs to be ContinousDynamic to avoid white flying through red sometimes.
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@ -1,4 +1,8 @@
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Advanced multiplayer Billiards demo with Prediction.
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Advanced multiplayer Billiards demo with Prediction.
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Please read this first:
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https://mirror-networking.gitbook.io/docs/manual/general/client-side-prediction
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Mouse drag the white ball to apply force.
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Mouse drag the white ball to apply force.
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PredictedRigidbody syncInterval is intentionally set pretty high so we can see when it corrects.
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PredictedRigidbody syncInterval is intentionally set pretty high so we can see when it corrects.
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