i've recently started using the Multiplayer plugin to make an RPG, where players move their characters in real-time and the view of the game is top-down. I've followed the multiplayer guide ( ) in every possible aspect and my problem is with the local input prediction being unnatural.
As i'm aware of it, it has hard and soft adjustment. If the peer's object diviates way too much from the host's, then the local input prediction snaps the object to it's real position on the peer's side, thus adjusting it to the host's data. But if the difference is small the local input prediction adjusts the object's position ever so slightly, halvening the difference every tick. It looks really weird with the soft adjustment and i can't get over it. It is present in the real-time strategy example aswell.
Thank you for your answers!
P.S. How can i disable sub-pixel calculations, should i just round the object's position every tick?