Hi folks,
I am making an infinite runer type multiplayer game where players run away from an NPC. Everything works well, except that sometimes the players see lag spikes with characters lagging behind or “teleporting”.
Does the multiplayer behavior handle this internally?
To solve the issue, I tried to create a hidden dummy object that has the multiplayer behavior. Each dummy object is linked to their corresponding sprite, and moved using “lerp(sprite,dummy,0.2)” so the player sees a smooth character.
This didn’t work somehow and even made my code more intricate as I had to start adding variables in some events to correctly handle other events, such as collisions, etc.
Before continuing on this path I thought of asking here whether there is a better way to ensure a smooth sync of characters online.
Thanks