Add ability to simulate physics manually/multiple times at once
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> ### Describe the project you are working on Networked player movement with client-side prediction ### Describe the problem or limitation you are having in your project Quick summary of client-side prediction: 1. Client moves player and stores inputs in an array of pending (un-acknowledged by server) inputs 1. Simultaneously, client sends those inputs to server 2. Server uses client inputs to run it's own simulation 3. Server sends resulting position of player back to the client 4. Client receives the authoratative position of the player at a time which is now in the past 5. To calculate where the client should be in the current moment, the client needs to roll back to the moment of the server's position packet, and then re-simulate all pending / un-acknowledged inputs since that time In Godot currently, there is no way to re-simulate these pending inputs at a single moment in time ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Allowing Godot users to manually execute / simulate physics steps would make the above method of achieveing client-side prediction possible ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams https://docs.unity3d.com/ScriptReference/Physics.Simulate.html ### If this enhancement will not be used often, can it
Posted by lokimckay on Jun 3, 2021, 3:09 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.3,000 issues0 comments
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Custom games stuck on "finding server" for all european servers
Feature request: add ACP (Agent Client Protocol) stdio JSON-RPC mode
Forza Horizon 6 (2483190)
Turn off integrated browser for default
Weekly updates are too frequent
[BUG] Max 20x plan: 100% usage after 2 hours of light work (5 commits, no agents)
Add gemini-3.1-pro-preview
[TF2] Feature request: Bring Back Quickplay
Add ability to simulate physics manually/multiple times at once
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> ### Describe the project you are working on Networked player movement with client-side prediction ### Describe the problem or limitation you are having in your project Quick summary of client-side prediction: 1. Client moves player and stores inputs in an array of pending (un-acknowledged by server) inputs 1. Simultaneously, client sends those inputs to server 2. Server uses client inputs to run it's own simulation 3. Server sends resulting position of player back to the client 4. Client receives the authoratative position of the player at a time which is now in the past 5. To calculate where the client should be in the current moment, the client needs to roll back to the moment of the server's position packet, and then re-simulate all pending / un-acknowledged inputs since that time In Godot currently, there is no way to re-simulate these pending inputs at a single moment in time ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Allowing Godot users to manually execute / simulate physics steps would make the above method of achieveing client-side prediction possible ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams https://docs.unity3d.com/ScriptReference/Physics.Simulate.html ### If this enhancement will not be used often, can it
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