Caution: Fraudulent or imitation websites may appear. Only this site is official. Report concerns on our Report Fraud page.
Networked Movement is the system that allows players to see each other move smoothly in real time.
In VR fangames, movement is fast, physics‑driven, and highly expressive — which makes syncing it across the network one of the hardest challenges.
This page explains how Photon handles movement, what should and shouldn’t be synced, and how to design a smooth, low‑latency movement system for VR multiplayer.
1. What Networked Movement Is
Networked Movement ensures that every player sees:
Accurate player positions
Smooth transitions between updates
Correct body orientation
Real‑time movement without jitter
Predictable motion even with lag
Movement syncing is the backbone of VR multiplayer immersion.
2. Why VR Movement Is Hard to Sync
VR movement is:
Fast
Physics‑based
Player‑controlled
Highly reactive
Dependent on hand motion
This means:
You cannot sync physics directly
You cannot sync rigidbodies
You cannot sync every frame
You cannot rely on root motion
Instead, you sync the player’s head and hands, and reconstruct movement locally.
3. The Correct Way to Sync VR Movement
You do NOT sync the player’s body.
You sync:
Head
Left hand
Right hand
Then you rebuild the player’s movement locally using:
Head position
Hand velocity
Hand direction
Local physics
This is how Gorilla Tag‑style locomotion works.
4. What Should Be Synced
Only sync:
Head position + rotation
Left hand position + rotation
Right hand position + rotation
Everything else is reconstructed locally.
This keeps bandwidth low and movement smooth.
5. What Should NOT Be Synced
To avoid lag, jitter, and bandwidth overload, do NOT sync:
Rigidbody velocity
Rigidbody forces
Physics collisions
Full body transforms
Player root transform
Entire player model
Finger bones
Animations
Photon is not designed to sync physics — it’s designed to sync transforms.
6. How Movement Appears Smooth to Other Players
Photon uses:
A. Interpolation
Smooths movement between network updates.
B. Extrapolation
Predicts where the player will be next.
C. Lag Compensation
Offsets network delay.
D. High Send Rates
VR requires 30–60 updates per second.
These systems work together to create smooth movement.
7. Recommended Send Rates
For VR movement:
Send Rate: 30–60
Serialization Rate: 30–60
Lower rates cause:
Teleporting
Jitter
Delayed movement
Desync during fast swings
Higher rates feel much more natural.
8. Player Root Position (Important)
The player’s root transform should NOT be synced.
Instead:
The root follows the head
The head is synced
The hands are synced
The body is reconstructed locally
This is how VR multiplayer avoids jitter and lag.
9. Movement Prediction
To reduce lag, you can use:
Interpolation (smooths past → present)
Extrapolation (predicts present → future)
Velocity smoothing
Rotation smoothing
Prediction is optional but improves quality.
10. Best Practices
Sync only head + hands
Never sync physics
Use interpolation for smoothness
Use high send rates for VR
Keep player prefab lightweight
Reconstruct movement locally
Test with 6–10 players for performance
Avoid RPC spam for movement