Character Movement Networking
The core multiplayer movement system supports Client Authoritative and Server Authoritative movement. The default movement networking mode is Client Authoritative.
Last updated
The core multiplayer movement system supports Client Authoritative and Server Authoritative movement. The default movement networking mode is Client Authoritative.
Last updated
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.
Simple to implement
Easy for bad actors to cheat
Low CPU and network cost
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.
This is an advanced feature and has strict requirements and will significantly increase the complexity of any movement and physics related game mechanics. For more information read Server Authoritative Movement.
Makes movement cheats impossible
Complex implementation
Server always has full control over clients and their state information
Higher CPU and Networking costs