My issue is that my current way of dealing the knockback takes too long for the knockback to be replicated to ther players.
the current system i use is:
- Client hits and fires server
- Server sanity check and fires client2
- Client 2 does knockback
Wondering if there are any other ways of doing the knockback with less delay and the same smoothness.
I currently use linear velocity for the knockback. Ive tried using other constraints but all of them suffer from the same delay.
Any help would be great, thanks