Author Topic: Does TNet have built in interpolation?  (Read 4019 times)

tydygunn

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Does TNet have built in interpolation?
« on: February 18, 2013, 07:44:12 PM »
Hi guys! I've purchased and have been very happy with NGUI. It's a fantastic product worth every penny. Because that works so well, I'm considering buying TNet and only have one reservation: does TNet have any built in network interpolation? I've been having terrible luck trying to get it to work in normal Unity networking, and I'm very early on in development to starting over with TNet is completely viable.

Thanks!

ArenMook

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Re: Does TNet have built in interpolation?
« Reply #1 on: February 18, 2013, 08:49:43 PM »
Interpolation / prediction is something that is highly game-specific, so it's something that should be implemented on the game side rather than the network side... so nope -- it doesn't.

tydygunn

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Re: Does TNet have built in interpolation?
« Reply #2 on: February 19, 2013, 12:29:13 PM »
I understand why you've decided not to include it. I've decided that I'm still buying TNet (your other products have been great after all) and so I'd like to formally request that as a feature.

A simple interpolation script would be fantastic. Something that just Lerps position, rotation, and maybe scale based on the last few received positions. Thanks for your hard work, the revenue from the asset store is well-earned.

ArenMook

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Re: Does TNet have built in interpolation?
« Reply #3 on: February 19, 2013, 08:05:42 PM »
Technically TNet already has something very similar. Positions are set immediately (as it's ideal for physics), but renderer is separated from physics, and always trails a little behind, interpolating smoothly. This gives you the smooth interpolation without jittery movement while still keeping physics correct.