Making a Game in Unity 032: Ranged Combat

Making a game in Unity 032

In this devlog, I fixed up client reconciliation which was still broken from the last video. I also modeled a new Flintlock pistol with Blender to use as the first ranged weapon and I implemented the basics of ranged combat.

Although my prediction system now works great on dry, non-moving land, the fact that ships move poses a problem. Since the client sees himself in the present but ships in the past, it can’t accurately predict the player’s movement when on board a boat because the starting positions are different from what the server uses to make those same calculations.

Unfortunately I’m still not sure how I’m going to get around this issue.

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See other posts in this series.