Netcode tutorial should include this:
Nobody has claimed this yet.
Assessment
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Newbie friendliness
- 65/100
- Issue type
- Documentation
- Clarity
- Mostly clear
- Activity status
- Quiet
- Tech stack
- csharp
- Domain
- documentation, game-dev
Research direction
Find the Netcode tutorial in the repository and identify where the missing guidance belongs. Add the two code snippets from the issue, and consider the work complete when the tutorial includes both examples and their relevance to jump jitter is clear.
Written by the indexing model from the issue text.
Description
Netcode tutorial is missing these 2:
[CreateBefore(typeof(Unity.NetCode.TransformDefaultVariantSystem))]
public partial class DefaultVariantSystem : DefaultVariantSystemBase
{
protected override void RegisterDefaultVariants(Dictionary<ComponentType, Rule> defaultVariants)
{
defaultVariants.Add(typeof(LocalTransform), Rule.ForAll(typeof(DontSerializeVariant)));
defaultVariants.Add(typeof(KinematicCharacterBody),
Rule.ForAll(typeof(KinematicCharacterBody_GhostVariant)));
}
}
[GhostComponentVariation(typeof(KinematicCharacterBody))]
[GhostComponent(SendTypeOptimization = GhostSendType.OnlyPredictedClients)]
public struct KinematicCharacterBody_GhostVariant
{
[GhostField(Quantization = 1000)] public float3 RelativeVelocity;
[GhostField()] public bool IsGrounded;
}
Took me days to figure out why my jumps were jittery, these 2 lines of code from the online fps sample solved it for me
- Dominant language
- C#
- Stars
- 408
- Forks
- 67
- PR merge metrics
- No merged PRs in 30d
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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