dev log 04 - keeping in sync

i'm still here

I told you I'd be around to post more often!

Actually, I disappeared for a week to go on holiday. It was nice, but I didn't get to touch the game whilst I was away,

However, I did get a TON of work done before I left - namely, animation networking.

moving together

Last time I showcased some player animations I had been testing - One large issue with these was that they were completely client sided, meaning that the server and client would disagree when performing hitscan attacks. Not ideal for a fast-paced shooter!

My next goal was to ensure that the animations you see are as close to what the server was trying to do in order to mitigate those painful "How did that not hit??" moments. This was a bit tricky, as I needed to integrate this with the animation plugin I'm using - Animancer.

It took a fair amount of iteration before I understood how the animations were evaluated in Unity, which meant a lot of goofy bugs with the animations.

The best bug was where the player's animations would speed up based on how much latency you were experiencing.

I did manage to get the majority of the issues solved, so now the player's weapon animations are still responsive, but the server can correct you if you mispredict!

Next I plan to clear up some issues with the player model, so I can properly commit to making all the animations.

Stay tuned!

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