In my Unity online multiplayer game players move very fast and I currently use Lerp
to interpolate between their last position and current position:
transform.position = Vector3.Lerp(transform.position, this.correctPlayerPos, Time.deltaTime * smoothingFactor);
smoothingFactor
is currently around 35f but I don't like the result. If I lower smoothingFactor
, movements will be smoother but players will lag as well. If I increase it to like 40, it will be more precise but laggy.
How can I solve this?
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