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Limitations
PushPawn does not perpetually remain completely in sync between server and client. It makes a best effort that gets great results, however with consistent repeated push actions, sometimes there will be non-disruptive corrections. This is expected and by design. Even with high latency in the realm of 150-200ms the player experience will be great especially compared to not having predicted collisions at all!
This is tested and actively used in production without any player complaints whatsoever despite considerable net optimization and a large world.
Important
If the collision dimensions change between prediction frames it can de-sync
For most use-cases sending this data would be an unnecessary bandwidth cost. The results are still reasonable without it even during crouch or prone because it is not a "brick wall" collision.
It should be possible to add this. Learn how to send data to the ability.
Warning
This has not been tested nor attempted in any manner, this is only theory