I've been looking into implementing UCC with my own custom networking solution. So far I've looked extensively at the PUN implementation but instead of sending position from the server I ideally want to play the same input out on both the server and client for each character in a sort of lock step solution.
To do this I wrote my own Input that inherits from the Opsive input in which I feed input through. I've also replaced all the fixed updates so that I can manually tick UCC and my character. Despite my best effort, I am still finding that the server and client are producing different results. So I'm left to wonder if this should be deterministic?
I am using the kinematic object manager on both the client and server. I'm also using the First Person Combat movement and camera. Let me know if there is more information I can provide. Mostly I'm interested in what should be deterministic and where I might be going wrong! I thought I'd make sure I'm approaching this in the right way before syncing tons of time into trying to diagnose where my simulation is different.
To do this I wrote my own Input that inherits from the Opsive input in which I feed input through. I've also replaced all the fixed updates so that I can manually tick UCC and my character. Despite my best effort, I am still finding that the server and client are producing different results. So I'm left to wonder if this should be deterministic?
I am using the kinematic object manager on both the client and server. I'm also using the First Person Combat movement and camera. Let me know if there is more information I can provide. Mostly I'm interested in what should be deterministic and where I might be going wrong! I thought I'd make sure I'm approaching this in the right way before syncing tons of time into trying to diagnose where my simulation is different.