Making multiplayer games is hard. What is even harder is to make sure that the players in your game cannot cheat but also don't have to be constantly waiting for the data from the server. Here client prediction and reconciliation come into play. With it, movement (or any action) of the users is client-authoritative, so the players don't experience any latency. The server is also receiving data about the player positions, so it can correct it if any suspicious changes in the position occur.
Project Files - https://github.com/Freedom-Coding/Cli...
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Timestamps:
00:00 Server Authoritative VS Client Prediction
01:05 Project Overview
01:30 Storing Player States
05:04 Testing
06:03 Simulating Movement On Server
08:49 Testing
09:27 Reconciliation
11:48 Final Result
13:23 Conclusion
On this page of the site you can watch the video online Simple Client Prediction & Reconciliation || Unity Netcode Tutorial with a duration of hours minute second in good quality, which was uploaded by the user Freedom Coding 27 May 2024, share the link with friends and acquaintances, this video has already been watched 5,816 times on youtube and it was liked by 162 viewers. Enjoy your viewing!