Generally speaking, the raycast to determine if a bullet hits will probably be more expensive than the rewind to make sure the raycast is accurate. In real-world use cases, you'll probably never see it above 1% of your frame time. Obviously, in a real FPS, you won't be rewinding every frame, you won't be displaying visuals for your hitbox rewinds, and you'll rarely be rewinding more than a handful of characters at a time. I've tested rewinding 125 npcs with 15 hitboxes each every frame and was able to run the simulation at 45-55FPS on my system, while rendering all 125 npcs and visualizations of their hitboxes (screenshot 2 above). You should have no trouble at all using it in a fast-paced FPS game. Works with UFPS and other FPS frameworks.Works with any network library ( UNet, Photon, Bolt, Forge, etc).Supports 2D and 3D - anything with a transform can be rewound.You can run whatever tests you want against them, and then restore them to their original positions with another call. You can use any representation of hitboxes you want, any networking library, and any hit detection routines you want. One function call rewinds hitboxes (your selected transforms) to exactly where they were at the time you specify.
It focuses on doing only one thing, and doing that one thing simply and well. Net Rewinder is a server side hitbox rewinder / lag compensator for use with any networking library. Continued abuse of our services will cause your IP address to be blocked indefinitely.Net Rewinder is now available on the Asset Store here. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior.
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