Unity Netcode 100% Server Authoritative with Client Prediction and Reconciliation
Synchronizing Rigidbodies in Unity Netcode for GameObjects is NOT EASY - BUT we are going to get into it. This video is Part 1/2 about handling prediction, reconciliation, and other techniques related to lag and cheating in multiplayer games! It's also the first video in the Kart series where we add additional REAL players to the project with Netcode for GameObjects! Next week we will continue with the same topic of Client Prediction and Reconciliation and include some Extrapolation. 🔔 Subscribe for more Unity Tutorials / @git-amend #unity3d #gamedev #indiedev ▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬ 0:00 Intro 0:40 Netcode for GameObjects 7:30 How and Why 9:15 NetworkTimer 10:20 Circular Buffer 11:20 Handling Input and State 16:50 Demo 18:30 Reconciliation 22:40 Testing Source code: https://github.com/adammyhre/Unity-Mu... KART Models used in this video https://opengameart.org/content/modul... Follow me! https://linktr.ee/gitamend

Unity Netcode Lag Compensation using Extrapolation
![How To Do Client Prediction [Unity Tutorial/C#]](https://i.ytimg.com/vi/TFLD9HWOc2k/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDmsSFOipenGkqViw5YQRuBbrGxaw)
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