Decoupling ticks from frames to avoid unconsistent input send times - Unity
Hey there, I'm doing netcode for my own fast paced fps and I've ran into some roadblocks.The roadblocks I ran into is sending inputs to the server. Right now, I think I have the design that's most suited for fast paced games: The server expects a healthy input stream from clients, where healthy means that there is always an input to process when the server is processing it's own tick. The problem is that the client might miss a tick because its tick intervals depend on framerate, at 64