Character Movement Networking

The core multiplayer movement system supports Client Authoritative and Server Authoritative movement.

Client Authoritative

The client controls their own character and updates the server. The server sends the clients information to all observers.

PROS
CONS

Simple to implement

Easy for bad actors to cheat

Low CPU and network cost

Server Authoritative

The client sends inputs to the server and predicts what will happen. There server runs the inputs, and sends the correct results to the client and all observers. If the servers simulation is different than the client, the client will replay itself with the correct data.

PROS
CONS

Cheat proof

Complex implementation

Client is forced into the same state as server

High CPU and Networking costs

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