Rejection
This week we figured out that there still is a problem with the rejection code we are using. Not the one I worked on a couple of weeks ago but a new one that causes the players to get rejected when moving along edges or in some weird edge cases. This is due to the fact that the client and server aren’t fully in sync which moves the player on both sides differently and ends up in a rejection once one of the two can move again instead of running into the collision object.
I tried to reduce the problem by optimizing the settings of the ray cast I’m using to determine if there is any geometry between the client and server position state. We are still testing it but it seems to overall reduce the problems immensely. I still experienced weird glitches within the world but this is due to wrong collider objects in the world.