Synchronizing Rigidbodies in Unity Netcode for GameObjects is NOT EASY - BUT we are going to get into it. This video is Part 1/2 about handling prediction, reconciliation, and other techniques related to lag and cheating in multiplayer games! It's also the first video in the Kart series where we add additional REAL players to the project with Netcode for GameObjects!
Next week we will continue with the same topic of Client Prediction and Reconciliation and include some Extrapolation.
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▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬
0:00 Intro
0:40 Netcode for GameObjects
7:30 How and Why
9:15 NetworkTimer
10:20 Circular Buffer
11:20 Handling Input and State
16:50 Demo
18:30 Reconciliation
22:40 Testing
Source code: https://github.com/adammyhre/Unity-Mu...
KART Models used in this video
https://opengameart.org/content/modul...
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