In Part 2 of this series, we implement server-authoritative movement and introduce client-side prediction using Unity’s Netcode for GameObjects.
You'll learn how to:
Set up server authority so only the server controls final player movement
Implement client-side prediction to keep controls smooth and responsive
Restrict camera control to the local player only
Sync movement correctly between the server and all clients
By the end of this video, your character will move responsively on the client while staying fully under server control—no more desyncs or ghosting.
🔧 Tools used:
Unity (LTS version)
Kinematic Character Controller (Free)
Unity Netcode for GameObjects (NGO)
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Unity Multiplayer Kinematic Character Controller | Part 2 – Server-Authoritative & Client Prediction | NatokHD