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Controller-to-cylinder-body physics issues


Ywa
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Edit: BEFORE READING THIS:You might want to skip this and go to post #4 immediately.

 

Hi guys,

 

I'm struggling with some, apparent, physics related issues in a networked multiplayer environment.

 

The local client is a controller, which sends it's position to the server. The server places this position on a body etc. (which works fine). Every 100 ms I send out the server body position to the other clients.

 

The client receives the correct position. However, the cylinder body (0.4 radius, 1.8 height, same as original controller) on the client places the body into the floor for some reason.

 

I've had this issue on the server-side first, and it was related by not calling the Flip command, however, the client already calls this function properly.

 

Both server and client work from the same directory (and media files) and loads of code is shared. The code which loads the floor is shared too, and the position of the floor doesn't differ on the client/server.

 

Does anyone know what is causing this strange behaviour?

 

Thanks in advance.

 

Screenshot of the body which is partly through the floor.

BMClient_2012-07-18_20-57-03-52_9829.png

Edited by Ywa
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Don't bodies have their origins at the centre, the controllers used to a long time ago, but now have it at the "bottom".

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