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What do you want to achieve? Keep it simple and clear!
A method for going about a tunneling system, where you’re in a claustraphobic, small space where only one person can go forwards or backwards. If they collide with another player, the other player pushes them (in the direction their moving) at 0.5x the speed they normally would, and the resulting player would move at this speed too. -
What is the issue? Include screenshots / videos if possible!
Server replication, to put it to short. I’m just not sure how to go about it because players shouldnt be able to go past/inside each other, so collisions should be on. This creates an endless array of problems. The way I’m currently doing it is by using Align Pos & Orientation setting every frame (on the client), which (by the cause of network ownership) replicates to the server perfectly, but when players collide it can easily glitches out. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
Here’s my only hypothetical method for going about this, but I personally feel like there has to be something easier and more efficient:
- Have a configuration/folder thingy to store the variables: the tunnel the player is in, the cast line that the player is on (tunnels are split into cast lines to travel through, like zip lines kind of), and the distance they’ve travelled through that cast line
- Have requests sent from the client every frame, sending data for these 3 variables constantly
- Have all clients individually visually interpret these variables and replicate replication (if that makes sense) by having some of sort of clone of every player character in the game that only is visible when the player is tunnelling and positioning it manually to where it should be, so that if the client meets this player in a tunnel their push force is instant and not affected by their ping
Thank you so much for reading! Any questions I’ll answer as best as I can, and I’d really appreciate help on this