Character Movement Networking

The core multiplayer movement system supports Client Authoritative and Server Authoritative movement. The default movement networking mode is Client Authoritative.

Client Authoritative

The client controls their own character and reports their position and state the server. The server sends the state information to all observers. This is the default networking mode.

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. The server runs the inputs, and sends the correct results back to the client and all observers. If the servers result is different than the client, the client will replay all predicted inputs with the correct data.

PROS
CONS

Makes movement cheats impossible

Complex implementation

Server always has full control over clients and their state information

Higher CPU and Networking costs

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