>>386812214
Most hit problems in vrchat pvp games are caused by the designer doing "target-side hit detection" instead of "shooter-side hit detection"

So your target is only hit if they see you hit them, which thanks to latency is only going to happen if you're leading your target to account for ping. Most online games that make even the slightest attempt at seriousness use shooter-side hit detection (with a server validation later if there's anticheat). Even with vrchat's huge lag the pvp worlds would be fine if they did that. Obviously if it's purely avatar pvp using physbone triggers or something, that will always be target-side hit detection since it's all running inside their avatar's animators and the shooter doesn't do anything but spit particles or whatever at them.

So Vrchat game worlds have no server, it's all peer to peer, and doing shooter-side hit detection is more complicated and until recently a real pain in the ass to network. The ones that put the effort in to do it right end up pretty decent. Most don't.

There needs to be some standard udon kits to make this easier but I haven't see anyone make one yet