Vixen
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Networking · guide

Networked players

Giving a connection a body, predicting its movement, and proving the two ends agree.

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  • Players and possession — A controller that outlives the body it drives, and the one component that carries a player's intent.
  • Character movement — Turning a player's intent into a character that walks, jumps, crouches and slides along walls.
  • Networked prefabs — What may be spawned, on both ends of the wire — and filling that list from the content build rather than from a start-up path.
  • Replicating behaviour state — SyncVar, SyncList and the sweep that puts a behaviour's changes on the wire without anything having to remember to.
  • Smoothing received motion — Drawing a networked object where it was rather than where the last packet said it is, and who owns the buffer that decides.
  • Lag compensation — Judging a shot against the world the shooter actually saw, and getting the ring filled without anybody remembering to fill it.