Making a Game in Unity 031: Client Prediction

Making a game in Unity 031

Over the last two weeks, I rebuilt the server’s rollback system and began implementing client prediction. Like I mentioned in the last devlog, I realized that I severely over-complicated my rollback system, so this week I got to work on overhauling it.

Unfortunately I wasn’t able to complete the reconciliation aspect of client prediction because I ran into some issues. Client prediction and reconciliation is pretty complicated, and even though I knew that going in, I somehow managed to underestimate it anyways.

I also improved the ship’s buoyancy algorithm, so it now floats much more realistically, although I’ll have to keep playing around with the values since it’s still quite bouncy.

And finally, I set up a Ko-fi page this week. If you’d like to support me and my work, that’s now possible. A huge thank you to anyone who buys me a coffee!

As always, if you’re interested in more videos like this, leave a like (it really helps out with the YouTube algorithm), and consider subscribing. Also, come check out the Discord server where you can share your progress, ask for help, and hang out with other game developers.

See other posts in this series.