cg小白兔 发表于 2024-5-7 11:29:51

Smooth Sync 1.39适配UE5.1




What Smooth Sync Does
Provides simple, drop-in Syncing of transforms Smoothly across the network using customizable interpolation and extrapolation.

Owned Actors: Sends transform from owner to non-owners.
Unowned Actors: Sends transform from server to clients.

Works with physics Actors and non-physics Actors. Dedicated and Listen servers.

Smooth Sync differs from Unreal's Replicate Movement in two key ways:
1) Using custom interpolation and extrapolation, Smooth Sync can be set to your game's specific needs.
2) Optionally allow clients to determine the position of any Actor. This can remove the need for client side prediction.

技术细节
Features:
Performs interpolation and extrapolation to compensate for lag.
Full source code is provided so you can see everything with detailed comments.
Highly Configurable so you choose what to send, when to send it, and what to do with it.
Requires zero coding.
Sends the transforms of Actors across the network.
Optional float compression to half-floats.
Code Modules:
SmoothSyncPlugin (RunTime)
Number of Blueprints: 0
Number of C++ Classes: 2
Network Replicated: Yes
Supported Development Platforms: Win64, Win32, Linux, Mac, Android, iOS, HTML5
Supported Target Build Platforms: Win64, Win32, Linux, Mac, Android, iOS, HTML5



平滑同步功能
使用可定制的内插法和外推法,在网络上提供简单、直接的平滑同步变换。

所有者角色: 从所有者向非所有者发送变换。
非所有者: 将变换从服务器发送给客户端。

可与物理 Actors 和非物理 Actors 配合使用。专用服务器和监听服务器。

Smooth Sync 与虚幻的 Replicate Movement 有两个主要区别:
1) 使用自定义内插法和外推法,可以根据游戏的特定需求设置 Smooth Sync。
2)可选择允许客户端确定任何角色的位置。这样就不需要客户端预测了。

技术细节
技术细节
执行内插法和外推法以补偿滞后。
提供完整的源代码,因此你可以看到所有内容,并附有详细的注释。
高度可配置,因此您可以选择发送内容、发送时间和处理方式。
无需编码。
通过网络发送 Actors 的变换。
可选择将浮点压缩为半浮点。
代码模块
SmoothSyncPlugin (RunTime)
蓝图数量 0
C++ 类数量: 2
网络复制: 是
支持的开发平台 Win64、Win32、Linux、Mac、Android、iOS、HTML5
支持的目标构建平台:Win64、Win32、Linux、Mac、Android、iOS、HTML5 Win64、Win32、Linux、Mac、Android、iOS、HTML5



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