Client prediction with pathfinding

  • A* version: [TBD]
  • Unity version: [2021.3]

Hello. I haven’t downloaded the package yet. I just want to know if I can do client prediction with A* Pathfinding Project, since this is apparently not possible with Unity’s NavMeshAgent. That is, if the client receives a path from the server, is it possible to have the client start slightly further along the path, to compensate for latency? If so, how?

Hi

This package has no special code for networking. So while this is most definitely possible, as you have raw access to everything, it would be if you code that logic yourself.

I see, thanks.