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.
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.
This version of movement is currently under development
This is an advanced feature and has strict requirements for all additional movement added to games. For more information check The Server Auth Page.
Cheat proof
Complex implementation
Client is forced into the same state as server
High CPU and Networking costs
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