Fastcast client replication

I’ve recently implemented FastCast for a projectile system in my project. However, I’m encountering some challenges with its replication to the client. Currently, when the weapon is fired, a cast occurs on the server and a bullet aligns with that cast on the server. The client will see it as jittery since its done on the server.

What’s the best approach to ensure smooth bullet movement on the client side.
Should I create a separate cast specifically for the client, ignoring all damage calculation and hit detection? If not, what steps should I take to make it feel more smooth.

Maybe I’m just not getting it, but I’ve checked out a few other DevForum posts on the subject, and none of them really broke it down enough for me to figure it out.

3 Likes

Handle the rendering on the client with it’s own cast and then on the server you also need to verify the cast with some kind of ping compensation

2 Likes

Deleted previous reply forgot to add the video

Is the following what you mean by ping compensation? I created a cast on the client for visuals and again one on the server through an event that fires the moment the cast fires, the visuals is from the server and the knife is from the client, the moment you move it becomes wildly out of sync in any direction, if I did this correct up until this point, how would I go about compensating for the ping, and what do I compensate for? the server to the client or the client to the server?

I’ll reply to this when I get home

1 Like

and the reply had never hapened(lorem ipsum)

5 Likes