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Game Lag White Paper › Problems only some players hit

A lagging client controls the monster Monster movement delegated to a player client

Cause ID pt-mob-control · Primary owner Game team (Server development)

Open the interactive card with figures and simulations →

Some games hand monster movement to one nearby player’s client to reduce server load. If that player’s connection is bad, the monster moves strangely on everyone’s screen.

Why The server hands monster movement to the client of the nearest (or first-arriving) player → Effect That player’s reports reach the server late or in bunches → On screen Only that monster hitches and then teleports on every nearby screen. It looks fine on the controlling player’s own screen

Symptoms
Teleporting, Stutter, Fast-forward
Factors
Jitter, Packet loss
Who’s affected
One character looks off, Specific zone/channel
When
Always, Randomly
Owner
Primary owner Game team (Server development)
Game team action items
Hand control to a player with a good connection (by ping and loss), have the server take control back immediately when reports stop, have the server compute important monsters such as bosses itself.
On the graph
Outliers only · Position report interval per monster (by controlling client)
Where to look
Server-side, per monster: the client with control and that client’s report interval, RTT, and loss. The arrival interval of that client’s packets is also visible in a server-side packet capture
Confirmed if
Every monster that moves strangely is controlled by the same one player, that player’s reports are uneven or stop, and handing control to someone else fixes it right away
Ruled out if
Monsters the server computes itself jump the same way: server tick delay or the viewer’s connection. Still jumping after control moves: pathfinding mismatch in command sync
Check with
Game server or client logs and metrics
Learn more
The controlling player sees nothing wrong, so reports only say “the monster is acting weird.” If everyone except one player sees the same monster moving strangely, first check who has control of that monster.

Sources

  1. Authority (Netcode for GameObjects 2.5) Unity
    In a distributed authority model, each game instance (client) takes authority over some network objects and simulates them
  2. Distributed authority topologies (Netcode for GameObjects 2.5) Unity
    Splitting authority across clients leaves no single simulation and makes cheating easier

See also

Same layer: Problems only some players hit

Same symptom (Teleporting), other layers

View the interactive card with figures and simulations