Merge branch 'main' into develop

This commit is contained in:
Fernando Cortez 2024-03-04 13:54:00 -05:00
Родитель a8a31a22fa a781806ef5
Коммит 449e70b668
61 изменённых файлов: 5719 добавлений и 0 удалений

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using System;
using DefaultNamespace;
using Unity.Collections;
using UnityEngine;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEditor;
using Random = UnityEngine.Random;
public class AnticipationSample : NetworkBehaviour
{
/// <summary>
/// This value is a snap value with correct anticipation. When the player changes the value, an RPC will be
/// sent to the server, and the server will change to the same value.
/// </summary>
public AnticipatedNetworkVariable<float> ValueA = new AnticipatedNetworkVariable<float>(0);
/// <summary>
/// This value is a snap value with incorrect anticipation. When the player changes the value, an RPC will be
/// sent to the server, and the server will change to a random value. The anticipation will then snap to the
/// new value.
/// </summary>
public AnticipatedNetworkVariable<float> ValueB = new AnticipatedNetworkVariable<float>(0);
/// <summary>
/// This value is a smooth value with correct anticipation. When the player changes the value, an RPC will be
/// sent to the server, and the server will change to the same value. The result will be the same as a snap value
/// on the local client, but will smooth when viewed on a remote client.
/// </summary>
public AnticipatedNetworkVariable<float> ValueC = new AnticipatedNetworkVariable<float>(0);
/// <summary>
/// This value is a smooth value with incorrect anticipation. When the player changes the value, an RPC will be
/// sent to the server, and the server will change to a random value. The anticipation will then interpolate to the
/// new value.
/// </summary>
public AnticipatedNetworkVariable<float> ValueD = new AnticipatedNetworkVariable<float>(0);
/// <summary>
/// This is a server-controlled value that gets updated by the server, and the client anticipates what it should be
/// "now" based on the latency to the server (knowing that the value it sees from the server is actually in the past)
///
/// Smoothing is applied every frame, while the Reanticipate callback is only called when data changes, so it is
/// best to handle these kinds of situations via some logic in your game code rather than via jumps in the actual
/// value in order to maintain the most consistent player experience.
/// </summary>
public AnticipatedNetworkVariable<float> ValueE = new AnticipatedNetworkVariable<float>(0, StaleDataHandling.Reanticipate);
public NetworkManager NetworkManagerObject;
public PlayerMovableObject Player;
[Rpc(SendTo.Server)]
void SetValueARpc(float value)
{
ValueA.AuthoritativeValue = value;
LogEverywhereRpc($"Set value A to {ValueA.AuthoritativeValue}");
}
[Rpc(SendTo.Server)]
void SetValueBRpc(float value)
{
ValueB.AuthoritativeValue = Random.Range(0f, 10f);
LogEverywhereRpc($"Set value B to {ValueB.AuthoritativeValue}");
}
[Rpc(SendTo.Server)]
void SetValueCRpc(float value)
{
var previousValue = ValueC.AuthoritativeValue;
ValueC.AuthoritativeValue = value;
ValueC.Smooth(previousValue, value, SmoothTime, Mathf.Lerp);
LogEverywhereRpc($"Set value C to {ValueC.AuthoritativeValue}");
}
[Rpc(SendTo.Server)]
void SetValueDRpc(float value)
{
ValueD.AuthoritativeValue = Random.Range(0f, 10f);
LogEverywhereRpc($"Set value D to {ValueD.AuthoritativeValue}");
}
[Rpc(SendTo.Everyone)]
void LogEverywhereRpc(FixedString128Bytes message)
{
Debug.Log(message.ToString());
}
private const float k_ValueEChangePerSecond = 2.5f;
public override void OnNetworkSpawn()
{
// Initialize the reanticipation for all of the values:
// C and D react to a request to reanticipate by simply smoothing between the previous anticipated value
// and the new authoritative value. They are not frequently updated and only need any reanticipation action
// when the anticipation was wrong.
AnticipatedNetworkVariable<float>.OnReanticipateDelegate smooth = (AnticipatedNetworkVariable<float> variable, in float anticipatedValue, double anticipationTime, in float authoritativeValue, double authoritativeTime) =>
{
variable.Smooth(anticipatedValue, authoritativeValue, SmoothTime, Mathf.Lerp);
};
ValueC.OnReanticipate = smooth;
ValueD.OnReanticipate = smooth;
// E is actually trying to anticipate the current value of a constantly changing object to hide latency.
// It uses the amount of time that has passed since the authoritativetime to gauge the latency of this update
// and anticipates a new value based on that delay. The server value is in the past, so the predicted value
// attempts to guess what the value is in the present.
ValueE.OnReanticipate = (AnticipatedNetworkVariable<float> variable, in float anticipatedValue, double anticipationTime, in float authoritativeValue, double authoritativeTime) =>
{
// There is an important distinction between the smoothing this is doing and the smoothing the player object
// is doing:
// For the player object, it is replaying everything that has happened over a full round trip, so it has to
// account for the entire difference between the current time and the authoritative time.
// For this variable, we are only extrapolating over the time that has passed since the server sent us this
// value - the difference between current time and authoritativeTime represents a full round trip, but the
// actual time difference here is only a half round trip, so we multiply by 0.5.
// Then, because smoothing adds its own latency, we add the smooth time into the mix.
var secondsBehind = (NetworkManager.LocalTime.Time - authoritativeTime) * 0.5f + SmoothTime;
var newAnticipatedValue = (float)(authoritativeValue + k_ValueEChangePerSecond * secondsBehind) % 10;
// This variable uses a custom interpolation callback that handles the drop from 10
// down to 0. Without this, there is either weird smoothing behavior, or hitching.
// This keeps the interpolation going, and handles the case where the interpolated value
// goes over 10 and has to jump back to 0.
variable.Smooth(anticipatedValue, newAnticipatedValue, SmoothTime, ((start, end, amount) =>
{
if (end < 3 && start > 7)
{
end += 10;
}
return Mathf.Lerp(start, end, amount) % 10;
}));
};
AnticipatedNetworkVariable<float>.OnAuthoritativeValueChangedDelegate onUpdate = (AnticipatedNetworkVariable<float> variable, in float value, in float newValue) =>
{
Debug.Log($"{variable.Name} value updated to {newValue}");
};
ValueA.OnAuthoritativeValueChanged = onUpdate;
ValueB.OnAuthoritativeValueChanged = onUpdate;
ValueC.OnAuthoritativeValueChanged = onUpdate;
ValueD.OnAuthoritativeValueChanged = onUpdate;
}
private void Update()
{
if (Restart && !NetworkManagerObject.IsListening && !NetworkManagerObject.ShutdownInProgress)
{
var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport;
unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0);
NetworkManagerObject.StartClient();
Restart = false;
}
if (IsServer)
{
ValueE.AuthoritativeValue = (ValueE.AuthoritativeValue + k_ValueEChangePerSecond * Time.deltaTime) % 10;
}
}
private int Latency = 200;
private int Jitter = 25;
private float SmoothTime = 0.25f;
private bool Restart = false;
void OnGUI()
{
Vector3 scale = new Vector3 (Screen.width / 910f, Screen.height / 600f, 1.0f);
GUI.matrix = Matrix4x4.TRS (new Vector3(0, 0, 0), Quaternion.identity, scale);
if (NetworkManagerObject.IsListening)
{
GUILayout.BeginArea(new Rect(0, 0, 900, 72));
GUILayout.Label("Anticipated Network Variable:");
GUILayout.Label("Each pair of sliders represents a network variable's authoritative and anticipate values. Changing the top slider sends an RPC to the server, which updates the bottom slider. The top slider shows the current 'anticipated' value, including any smoothing, while the bottom represents the authoritative value.");
GUILayout.EndArea();
GUILayout.BeginArea(new Rect(0, 72, 300, 300));
GUILayout.BeginVertical("Box");
GUILayout.Label("Value A (snap, correct anticipation):");
var updatedValue = GUILayout.HorizontalSlider(ValueA.Value, 0, 10);
if (updatedValue != ValueA.Value)
{
ValueA.Anticipate(updatedValue);
SetValueARpc(updatedValue);
}
GUILayout.Label("Value A Current Server Value:");
GUILayout.HorizontalSlider(ValueA.AuthoritativeValue, 0, 10);
GUILayout.EndVertical();
GUILayout.BeginVertical("Box");
GUILayout.Label("Value B (snap, incorrect anticipation):");
updatedValue = GUILayout.HorizontalSlider(ValueB.Value, 0, 10);
if (updatedValue != ValueB.Value)
{
ValueB.Anticipate(updatedValue);
SetValueBRpc(updatedValue);
}
GUILayout.Label("Value B Current Server Value:");
GUILayout.HorizontalSlider(ValueB.AuthoritativeValue, 0, 10);
GUILayout.EndVertical();
GUILayout.EndArea();
GUILayout.BeginArea(new Rect(305, 72, 300, 300));
GUILayout.BeginVertical("Box");
GUILayout.Label("Value C (smooth, correct anticipation):");
updatedValue = GUILayout.HorizontalSlider(ValueC.Value, 0, 10);
if (updatedValue != ValueC.Value)
{
ValueC.Anticipate(updatedValue);
SetValueCRpc(updatedValue);
}
GUILayout.Label("Value C Current Server Value:");
GUILayout.HorizontalSlider(ValueC.AuthoritativeValue, 0, 10);
GUILayout.EndVertical();
GUILayout.BeginVertical("Box");
GUILayout.Label("Value D (smooth, incorrect anticipation):");
updatedValue = GUILayout.HorizontalSlider(ValueD.Value, 0, 10);
if (updatedValue != ValueD.Value)
{
ValueD.Anticipate(updatedValue);
SetValueDRpc(updatedValue);
}
GUILayout.Label("Value D Current Server Value:");
GUILayout.HorizontalSlider(ValueD.AuthoritativeValue, 0, 10);
GUILayout.EndVertical();
GUILayout.EndArea();
GUILayout.BeginArea(new Rect(610, 72, 300, 300));
GUILayout.BeginVertical("Box");
GUILayout.Label("Value E (Server-controlled, continuous anticipation):");
GUILayout.HorizontalSlider(ValueE.Value, 0, 10);
GUILayout.Label("Value E Current Server Value:");
GUILayout.HorizontalSlider(ValueE.AuthoritativeValue, 0, 10);
GUILayout.EndVertical();
if (IsClient)
{
GUILayout.Label("");
GUILayout.Label($"Variable smooth duration: {SmoothTime}s");
SmoothTime = GUILayout.HorizontalSlider(SmoothTime, 0, 1);
}
GUILayout.EndArea();
if(IsClient)
{
GUILayout.BeginArea(new Rect(0, 310, 600, 300));
GUILayout.Label("Anticipated Network Transform controls:");
GUILayout.Label("W: Move Forward | S: Move Backward | A: Turn Left | D: Turn Right");
GUILayout.Label("Q: Large random teleport (very different server result)");
GUILayout.Label("E: Small random teleport (slightly different server result)");
GUILayout.Label("R: Return to center (same server result)");
GUILayout.Label("");
GUILayout.Label($"Transform smooth duration: {Player.SmoothTime}s");
Player.SmoothTime = GUILayout.HorizontalSlider(Player.SmoothTime, 0, 1);
GUILayout.Label($"Transform smooth distance threshold: {Player.SmoothDistance}");
Player.SmoothDistance = GUILayout.HorizontalSlider(Player.SmoothDistance, 0, 50);
if (GUILayout.Button("Toggle Server Visualization (Follower)"))
{
foreach (var childRenderer in Player.GhostTrasform.GetComponentsInChildren<MeshRenderer>())
{
childRenderer.enabled = !childRenderer.enabled;
}
}
GUILayout.EndArea();
GUILayout.BeginArea(new Rect(610, 456, 300, 150));
GUILayout.Label($"Latency: {Latency}ms");
Latency = (int)GUILayout.HorizontalSlider(Latency, 0, 300);
GUILayout.Label($"Jitter: {Jitter}ms");
Jitter = (int)GUILayout.HorizontalSlider(Jitter, 0, 50);
if (GUILayout.Button("Apply"))
{
Restart = true;
NetworkManagerObject.Shutdown();
}
GUILayout.EndArea();
}
}
else
{
GUILayout.BeginArea(new Rect(0, 0, 300, 600));
if (!NetworkManagerObject.IsListening && !Restart){
if (GUILayout.Button("Start Server"))
{
var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport;
unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0);
NetworkManagerObject.StartServer();
}
if (GUILayout.Button("Start Client"))
{
var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport;
unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0);
NetworkManagerObject.StartClient();
}
}
GUILayout.EndArea();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace DefaultNamespace
{
/// <summary>
/// Simple container to store historical data associated with a frame for the sake of replaying that data.
/// Main use case in this demo is storing historical input for the player character so we can replay those inputs
/// when we need to re-anticipate a new location based on updated server data.
/// </summary>
/// <typeparam name="T"></typeparam>
public class FrameHistory<T>
{
public struct ItemFrameData
{
public double Time;
public T Item;
}
private List<ItemFrameData> m_History = new List<ItemFrameData>();
/// <summary>
/// Add a value to the history for the current frame.
/// This generally expects that items will be added to the history in the order that they occur
/// (i.e., each call to this has a time with a greater value than the previous). Nothing enforces this
/// expectation, but failure to follow it could result in things being replayed out of order later, as
/// there is no sorting done within this class.
/// </summary>
/// <param name="time"></param>
/// <param name="value"></param>
public void Add(double time, T value)
{
m_History.Add(new ItemFrameData{Time = time, Item = value});
}
/// <summary>
/// Remove all items before a given time. Useful to keep memory usage from growing by discarding old data
/// that you know you won't need anymore.
/// </summary>
/// <param name="time"></param>
public void RemoveBefore(double time)
{
m_History.RemoveAll(item => item.Time < time);
}
/// <summary>
/// Remove all items after a given time. Useful if the data you are storing here needs to be replaced
/// as part of a re-anticipation action (i.e., if you are storing some historical position data and want
/// to recalculate everything after a given time)
/// </summary>
/// <param name="time"></param>
public void RemoveAfter(double time)
{
m_History.RemoveAll(item => item.Time > time);
}
/// <summary>
/// Get the full history, useful for iterating through all the values to reapply them when reanticipating.
/// </summary>
/// <returns></returns>
public List<ItemFrameData> GetHistory()
{
return m_History;
}
}
}

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fileFormatVersion: 2
guid: b061435d7730439eb17d106018f17703
timeCreated: 1707415328

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using System;
namespace DefaultNamespace
{
/// <summary>
/// Simple enum representing the player inputs that are used by this little demo.
/// Quick and efficient to send over the network when no analog inputs are needed (all inputs are binary on or off)
/// </summary>
[Flags]
public enum InputList
{
Up = 1 << 0,
Left = 1 << 1,
Down = 1 << 2,
Right = 1 << 3,
RandomTeleport = 1 << 4,
SmallRandomTeleport = 1 << 5,
PredictableTeleport = 1 << 6,
}
}

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using System;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.PlayerLoop;
namespace DefaultNamespace
{
/// <summary>
/// Stores current and historical player input and allows that input to be queried.
/// Could be optimized to cache the input and re-read at the start of each frame instead of reading
/// when GetInput() is called. If this were used in more than one place, that would be necessary,
/// as it would otherwise result in multiple inputs being pushed into the history each frame.
/// </summary>
public class InputManager : MonoBehaviour
{
public NetworkManager NetworkManager;
private FrameHistory<InputList> m_HistoricalInput = new FrameHistory<InputList>();
private InputList m_LastInput;
/// <summary>
/// Retrieve input for the current frame.
/// </summary>
/// <returns></returns>
public InputList GetInput()
{
if (!NetworkManager.IsListening)
{
return 0;
}
InputList input = 0;
if (Input.GetKey(KeyCode.W))
{
input |= InputList.Up;
}
if (Input.GetKey(KeyCode.A))
{
input |= InputList.Left;
}
if (Input.GetKey(KeyCode.S))
{
input |= InputList.Down;
}
if (Input.GetKey(KeyCode.D))
{
input |= InputList.Right;
}
if (Input.GetKey(KeyCode.Q))
{
input |= InputList.RandomTeleport;
}
if (Input.GetKey(KeyCode.E))
{
input |= InputList.SmallRandomTeleport;
}
if (Input.GetKey(KeyCode.R))
{
input |= InputList.PredictableTeleport;
}
// To simulate checks for GetKeyDown while in FixedUpdate:
// We store the unaltered input each frame. Then we alter the current frame's input
// so that if these buttons were pressed, we remove them from the input we are going to
// return and add to the history. That ensure no two input frames in a row contain these inputs,
// while still letting us do the input polling within FixedUpdate.
var lastInput = m_LastInput;
m_LastInput = input;
if ((lastInput & InputList.RandomTeleport) != 0)
{
input &= ~InputList.RandomTeleport;
}
if ((lastInput & InputList.SmallRandomTeleport) != 0)
{
input &= ~InputList.SmallRandomTeleport;
}
if ((lastInput & InputList.PredictableTeleport) != 0)
{
input &= ~InputList.PredictableTeleport;
}
m_HistoricalInput.Add(NetworkManager.LocalTime.Time, input);
return input;
}
/// <summary>
/// Remove historical input before the given time
/// </summary>
/// <param name="time"></param>
public void RemoveBefore(double time)
{
m_HistoricalInput.RemoveBefore(time);
}
/// <summary>
/// Retrieves historical inputs
/// </summary>
/// <returns></returns>
public List<FrameHistory<InputList>.ItemFrameData> GetHistory()
{
return m_HistoricalInput.GetHistory();
}
}
}

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using System;
using Unity.Mathematics;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using Random = UnityEngine.Random;
namespace DefaultNamespace
{
public class PlayerMovableObject : NetworkBehaviour
{
public Transform GhostTrasform;
public AnticipatedNetworkTransform MyTransform;
public InputManager InputManager;
public float SmoothTime = 0.1f;
public float SmoothDistance = 3f;
private Vector3 m_LastTeleportLocation;
private Quaternion m_LastTeleportRotation;
/// <summary>
/// Handles movement for a given frame, moving the player according to the delta time recorded
/// </summary>
/// <param name="inputs"></param>
/// <param name="deltaTime"></param>
public void Move(InputList inputs, bool replay = false)
{
if ((inputs & InputList.Up) != 0)
{
var newPosition = transform.position + transform.right * (Time.fixedDeltaTime * 4);
MyTransform.AnticipateMove(newPosition);
}
if ((inputs & InputList.Down) != 0)
{
var newPosition = transform.position - transform.right * (Time.fixedDeltaTime * 4);
MyTransform.AnticipateMove(newPosition);
}
if ((inputs & InputList.Left) != 0)
{
transform.Rotate(Vector3.up, -180f * Time.fixedDeltaTime);
MyTransform.AnticipateRotate(transform.rotation);
}
if ((inputs & InputList.Right) != 0)
{
transform.Rotate(Vector3.up, 180f * Time.fixedDeltaTime);
MyTransform.AnticipateRotate(transform.rotation);
}
if ((inputs & InputList.RandomTeleport) != 0)
{
var newPosition = new Vector3(Random.Range(-5, 5), 0, Random.Range(-10, 10));
var newRotation = Quaternion.LookRotation(new Vector3(Random.Range(-5, 5), 0, Random.Range(-10, 10)));
// This ensures consistent replays: When we teleport on a replay, we want to go back to the same place
// we went originally. Otherwise, every replay will have us bouncing around random teleports every frame.
if (replay)
{
newPosition = m_LastTeleportLocation;
newRotation = m_LastTeleportRotation;
}
else
{
m_LastTeleportLocation = newPosition;
m_LastTeleportRotation = newRotation;
}
MyTransform.AnticipateMove(newPosition);
MyTransform.AnticipateRotate(newRotation);
}
if ((inputs & InputList.SmallRandomTeleport) != 0)
{
var newPosition = new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
var newRotation = Quaternion.LookRotation(new Vector3(Random.Range(-0.5f, 0.5f), 0, 1));
if (replay)
{
newPosition = m_LastTeleportLocation;
newRotation = m_LastTeleportRotation;
}
else
{
m_LastTeleportLocation = newPosition;
m_LastTeleportRotation = newRotation;
}
MyTransform.AnticipateMove(newPosition);
MyTransform.AnticipateRotate(newRotation);
}
if ((inputs & InputList.PredictableTeleport) != 0)
{
var newPosition = new Vector3(0, 0, 0);
var newRotation = Quaternion.LookRotation(new Vector3(0, 0, 1));
if (replay)
{
newPosition = m_LastTeleportLocation;
newRotation = m_LastTeleportRotation;
}
else
{
m_LastTeleportLocation = newPosition;
m_LastTeleportRotation = newRotation;
}
MyTransform.AnticipateMove(newPosition);
MyTransform.AnticipateRotate(newRotation);
}
}
public override void OnNetworkSpawn()
{
MyTransform.OnReanticipate = (networkTransform, anticipatedValue, anticipationTime, authorityValue, authorityTime) =>
{
// Here we re-anticipate the new position of the player based on the updated server position.
// We do this by taking the current authoritative position and replaying every input we have received
// since the reported authority time, re-applying all the movement we have applied since then
// to arrive at a new anticipated player location.
foreach (var item in InputManager.GetHistory())
{
if (item.Time <= authorityTime)
{
continue;
}
Move(item.Item, true);
}
// Clear out all the input history before the given authority time. We don't need anything before that
// anymore as we won't get any more updates from the server from before this one. We keep the current
// authority time because theoretically another system may need that.
InputManager.RemoveBefore(authorityTime);
// It's not always desirable to smooth the transform. In cases of very large discrepencies in state,
// it can sometimes be desirable to simply teleport to the new position. We use the SmoothDistance
// value (and use SqrMagnitude instead of Distance for efficiency) as a threshold for teleportation.
// This could also use other mechanisms of detection: For example, when the Telport input is included
// in the replay set, we could set a flag to disable smoothing because we know we are teleporting.
if (SmoothTime != 0.0 && Vector3.SqrMagnitude(anticipatedValue.Position - networkTransform.AnticipatedState.Position) < SmoothDistance * SmoothDistance)
{
// Server updates are not necessarily smooth, so applying reanticipation can also result in
// hitchy, unsmooth animations. To compensate for that, we call this to smooth from the previous
// anticipated state (stored in "anticipatedValue") to the new state (which, because we have used
// the "Move" method that updates the anticipated state of the transform, is now the current
// transform anticipated state)
networkTransform.Smooth(anticipatedValue, networkTransform.AnticipatedState, SmoothTime);
}
};
base.OnNetworkSpawn();
}
/// <summary>
/// Pass client inputs to the server so the server can mirror the client simulation.
///
/// This is sent once per FixedUpdate frame from the client, so even though this does not necessarily happen
/// in FixedUpdate on the server, it will be processed using Time.fixedUpdateTime to ensure consistency of
/// simulations between the two.
/// </summary>
/// <param name="inputs"></param>
[Rpc(SendTo.Server)]
private void ServerMoveRpc(InputList inputs)
{
var currentPosition = MyTransform.AnticipatedState;
// Calling Anticipate functions on the authority sets the authority value, too, so we can
// just reuse the same method here with no problem.
Move(inputs);
// Server can use Smoothing for interpolation purposes as well.
MyTransform.Smooth(currentPosition, MyTransform.AuthorityState, SmoothTime);
}
public void Update()
{
// The "ghost transform" here is a little smaller player object that shows the current authority position,
// which is a few frames behind our anticipated value. This helps render the difference.
GhostTrasform.position = MyTransform.AuthorityState.Position;
GhostTrasform.rotation = MyTransform.AuthorityState.Rotation;
GhostTrasform.localScale = MyTransform.AuthorityState.Scale * 0.75f;
}
// Input processing happens in FixedUpdate rather than Update because the frame rate of server and client
// may not exactly match, and if that is the case, doing movement in Update based on Time.deltaTime could
// result in significantly different calculations between the server and client, meaning greater opportunities
// for desync. Performing updates in FixedUpdate does not guarantee no desync, but it makes the calculations
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// inputs when we get updates - we can assume a fixed amount of time for each input. Otherwise, we would have
// to store the delta time of each input and replay using those delta times to get consistent results.
public void FixedUpdate()
{
if (!NetworkManager.IsConnectedClient)
{
return;
}
if (!IsServer)
{
var inputs = InputManager.GetInput();
Move(inputs);
ServerMoveRpc(inputs);
}
}
}
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# Anticipation Sample
[![UnityVersion](https://img.shields.io/badge/Unity%20Version:-2021.3%20LTS-57b9d3.svg?logo=unity&color=2196F3)](https://unity.com/releases/editor/whats-new/2022.3.0)
[![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-feat/NetworkVariable_Traits_And_Anticipation-57b9d3.svg?logo=unity&color=2196F3)](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/tree/feat/NetworkVariable_Traits_And_Anticipation)
<br><br>
This sample provides examples for how the Client Anticipation feature of Netcode for GameObjects 1.9.0 can be used. It covers several use cases:
- **AnticipatedNetworkVariable:**
- Moving network variables more responsive by anticipating server actions based on player interaction ("When the player clicks this button, they shouldn't have to wait for the server before they see it update.")
- Handling incorrect anticipation ("If clicking the button fails, it changes back to its previous value")
- Latency compensation for server-controlled values ("this progress bar value is from 100ms in the past due to latency, we can calculate where we expect it to be now")
- Smoothing on incorrect anticipation ("If this progress bar moved to the wrong place, it moves smoothly to the correct one")
- Smoothing on the server/host side ("when the client changes this progress bar, move it smoothly on the server/host")
- **AnticipatedNetworkTransform:**
- Responsive server-authoritative player movement:
- By sending only input to the server, but also processing input locally to anticipate what we expect the server to do with that input, movement of a server-authoritative player object can be immediately responsive on the local client.
- Storing input history over time allows replaying inputs to calculate a new anticipated position every time the server position updates
- Smoothing can allow smooth interpolated movement between a previous anticipated state and a new one when small fluctuations and floating point errors result in slightly different outcomes
- Smooth movement from other players:
- Even without actually anticipating player movement based on latency, the `OnReanticipate` callback can call into `Smooth` on each update to create smooth player movement. (This replaces the normal Interpolate option on `NetworkTransform` when using `AnticipatedNetworkTransform`, and is shown in this sample.)
- This is also shown on the server/host, where `Smooth` is called during the remote input handling RPC
<br><br>
## Sample overview
**It is recommended that you build this sample using development builds.** The reason is that it uses the UTP network simulator to simulate 100ms of latency so that the latency compensation is easier to see, and the simulator is not available outside of the editor and development builds. Running on localhost without the simulator makes the latency very small, which makes the effectiveness of these techniques difficult to notice.
This sample shows NetworkVariables with a series of paired sliders. In each slider, the top value represents the current client local anticipated value and the bottom value represents the current authoritative value (which is to say, the most recent value we received from the server). This helps to show how anticipation hides latency - the top slider shows what AnticipatedNetworkVariable shows to the user, while the bottom value shows what a regular NetworkVariable would show if it were used instead. There are five different types of variables shown here:
- The first two (left common) are a common use case: a snap variable, where if the server for some reason does something different than we expect it to, the value will simply be updated and "snap" to the new authoritative value. The top one is the expected outcome (the server updates to the value we wanted it to) and shows the latency masking of the feature; the bottom one simulates an error condition on the server where the value changes to something other than what we wanted it to, in which case the top (anticipated) value snaps to the new value when it updates.
- The second two (middle column) match the first two, but add smoothing when the anticipated value is wrong. With only one client, there's no difference in behavior between the top left and top middle variables, but you can see the difference if you launch a second client: when one client changes the value, the other will smoothly interpolate to the new value. (This sample is set to always use smoothing for these variables; theoretically, though, a variable could conditionally smooth based on whether or not it had done an anticipation on the value.)
- The third one (right column) shows a value that slowly increments on the server, using reanticipation and smoothing to mask the latency and smooth out the jitter. You can see this easily if you place the server window over the client window: the authoritative value will be significantly behind what the server is rendering due to latency, but the anticipated value will more closely match the server value.
- The top middle one also shows host-side smoothing - the `Smooth` call is called during the RPC that updates the value, and allows the server/host's display value to be smoothed while the actual authoritative value snaps immediately to be communicated to the other clients.
In addition to these NetworkVariables, there is also a player character (which moves using tank controls) to show AnticipatedNetworkTransform. There are a few things you can see here:
- On the client controlling the character, you can see the current value in the white character, and the authoritative value in the smaller gray character that follows behind it.
- On a second client, you can see the smoothing action of the other client's movement, contrasted with the jitter in the gray authoritative character.
- On the server, the `Smooth` method is called in `PlayerMovableObject.ServerMoveRpc` and performs visual smoothing of the transform. This visual smoothing only affects the rendering of the object (as smoothing its actual location would make it impossible for the client side to actually anticipate positions accurately), so the smaller gray character represents the object's actual location (which is used for things like physics) in contrast to the visible "smoothed" location.
- By pressing Q and E, you can simulate error cases where the player on the server ends up in a significantly different place than the player on the client. Q will jump the player to a random position, while the server will jump it to a different random position, leading to the client having to reconcile and update to the new correct position. E will jump the player to a random position near the center of the map, so the distance that it will have to travel to reconcile will be smaller.
- By pressing R, you can simulate a predicted teleport: the client object will jump to the center of the screen and the server object will quickly catch up with no reconciliation necessary.
- Additionally, there is a slider you can use to control the smoothing of the network transform: by default it is set to interpolate over 0.1 seconds, but this slider lets you see how changing that value affects the feel of the smoothing. Setting it to 0 will disable smoothing entirely, showing you what reanticipation without smoothing looks like (some jitter)
---
### 💡 Bitesize Readme
Check out our main [Bitesize Samples GitHub Readme](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize#readme) for more documentation, resources, releases, contribution guidelines, and our feedback form.
---
<br>
[![Documentation](https://img.shields.io/badge/Unity-bitesize--docs-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction)
[![Forums](https://img.shields.io/badge/Unity-multiplayer--forum-57b9d3.svg?logo=unity&color=2196F3)](https://forum.unity.com/forums/multiplayer.26/)
[![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=5865F2)](https://discord.gg/FM8SE9E)