If this was helpful a like for the algorithm is much appreciated! If you have any issues, feel free to put them in the comments. I will do my best to help you out! Also, join the discord here: discord.gg/HRfzz58NYk
Funny you mention it. I am networking the muzzle flash in the next video coming out tomorrow, and the video after that we are making the UI and the blood VFX of the player getting hit 🙂
Positional sync is a lot faster and it is cheat proof in terms of movement at least. So overall it is a big win in terms of playability and performance. But unless you are making a highly competitive game with a decent budget in either time or money, I'd say stay away from it. The workflow is slower, harder and introduces many more issues than "regular" multiplayer development. Once your project is committed to CSP, you can't really change back. Everything now has to run on CSP logic. I can work with CSP, and I still just stay away from it. But it is really good once it works!
@@BobsiTutorial Thanks for your answer, yeah Im having a basic setup with CSP that works but I might consider going to a simple NT because im having so many issues while implementing different stuff.
@@reqi589 I personally don't feel like it is worth it. But it should of course be considered if you are making a competitive style game. I've just come to the conclusion that I like making Co-op games meaning that I don't care about cheating either :-)
Followed this as close as I could. I'm getting a weird error where the hit only registers if the current player is moving forward while shooting (not moving in any other direction or standing still). The only script difference is that my player camera is built into the Player prefab. I've gotten everything else to work with the camera though. I thought it might have something to do with the camera.transform.forward being off, but a Debug.DrawRay shows that the orientation isn't an issue. It seems that the Raycast is hitting something, but not finding a playerHealth component on whatever it's hitting, (it's there). Any ideas what could be wrong?
Issue resolved: For some reason the hit was getting the visor, not matter where on the "enemy" body I looked. I removed the collider from the visor (guess I forgot to do that early on) and it's working great now.
@@BobsiTutorial Everyone could be as quick as me if they subscribed and turned their post notifications on. (I know you don't have them on. you better do it. I'm behind you.)
If this was helpful a like for the algorithm is much appreciated!
If you have any issues, feel free to put them in the comments. I will do my best to help you out!
Also, join the discord here: discord.gg/HRfzz58NYk
Very useful!
Glad to hear!
hello bobsi, I was wondering if you could go over networking the VFX and bullet visuals? thanks!
Funny you mention it. I am networking the muzzle flash in the next video coming out tomorrow, and the video after that we are making the UI and the blood VFX of the player getting hit 🙂
epick
Thank!
Nice video, one question, if I would go with CSP what are my benefits?
Is it only security related or is it a also a huge difference on position sync?
Positional sync is a lot faster and it is cheat proof in terms of movement at least. So overall it is a big win in terms of playability and performance. But unless you are making a highly competitive game with a decent budget in either time or money, I'd say stay away from it. The workflow is slower, harder and introduces many more issues than "regular" multiplayer development.
Once your project is committed to CSP, you can't really change back. Everything now has to run on CSP logic.
I can work with CSP, and I still just stay away from it. But it is really good once it works!
@@BobsiTutorial Thanks for your answer, yeah Im having a basic setup with CSP that works but I might consider going to a simple NT because im having so many issues while implementing different stuff.
@@reqi589 I personally don't feel like it is worth it. But it should of course be considered if you are making a competitive style game.
I've just come to the conclusion that I like making Co-op games meaning that I don't care about cheating either :-)
bro can you make a tutorial on the fps template you made?
I didn't make a template? 🤔
Followed this as close as I could. I'm getting a weird error where the hit only registers if the current player is moving forward while shooting (not moving in any other direction or standing still). The only script difference is that my player camera is built into the Player prefab. I've gotten everything else to work with the camera though. I thought it might have something to do with the camera.transform.forward being off, but a Debug.DrawRay shows that the orientation isn't an issue. It seems that the Raycast is hitting something, but not finding a playerHealth component on whatever it's hitting, (it's there). Any ideas what could be wrong?
Issue resolved: For some reason the hit was getting the visor, not matter where on the "enemy" body I looked. I removed the collider from the visor (guess I forgot to do that early on) and it's working great now.
@@ncox27 Great to hear it is working. Always start by debugging out the hit to ensure it isn't hitting something unwanted.
First.
Damn quick as well. Didn't even get time to make and pin my own comment!
@@BobsiTutorial Everyone could be as quick as me if they subscribed and turned their post notifications on.
(I know you don't have them on. you better do it. I'm behind you.)