Smoothing Movement with Interpolation | How to Make a Multiplayer Game - Part 3
Tom Weiland Tom Weiland
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 Published On Apr 11, 2022

In this third part of my Unity multiplayer tutorial series, we implement interpolation to smooth out player movement.

Riptide tutorials playlist:    • Riptide Multiplayer Tutorials  

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Source code: https://github.com/tom-weiland/Riptid...
Changes since part 2: https://github.com/tom-weiland/Riptid...
RiptideNetworking repo: https://github.com/tom-weiland/Riptid...
Pirate game devlogs:    • Multiplayer Pirate Game Devlogs  

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0:00 Intro
0:09 Things that Changed
1:20 Creating a Tick System
4:26 Adding Interpolation
9:48 Things to Note
10:31 Outro

#RiptideNetworking #Multiplayer #UnityTutorial #Unity #GameDev

Over the last year I've been working on a C# networking library called RiptideNetworking, and in this tutorial series I show you how to use it to make a multiplayer game in Unity! Multiplayer game dev is difficult and time-consuming, and Riptide saves you the effort of writing the super low level stuff yourself—it takes care of establishing connections between a client and a server and makes sending data back and forth really easy, while still giving you plenty of control over what your code is doing.

Riptide can be used both in and out of Unity, and it supports a wide variety of game architectures. Whether you need an authoritative server for a competitive shooter you're building or you're just looking to make a multiplayer co-op game where players host their own lobbies (sometimes referred to as peer to peer), RiptideNetworking can help you do that.

At the end of the last video, players were essentially being teleported around every time a client receives a position update from the server, and instability in connections can cause messages to be lost or delayed, both of which make movement look choppy. The tick & interpolation systems we set up in this tutorial are built to account for those situations and smooth out player movement.

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