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Could ggrs set prediction to 0?
Currently it crashs with max_prediction 0 or 1.
This would be useful when it is difficult to provide savestate, ex; unofficial netbattle project.
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I just found that invalidating entities is still an issue, ~~but luckily I also discovered the fix we need in the `bevy_hierarchy` crate~~. Just posting here for a heads-up in case anybody runs into i…
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If you run the bevy_ggrs example without the signaling server, it will fail to connect instantly, but the window continues to run saying "Waiting for 1 more players..." despite never making another at…
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Hard to make a reproducible example, but I am working on it.
Here's what I've done:
- Change the bevy_ggrs example to use `try_update_peers` instead of `update_peers` (which would prevent the exam…
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This is a different issue to #113.
```toml
bevy_matchbox = { git = "https://github.com/johanhelsing/matchbox", branch = "main", features = ["ggrs"] }
bevy = { version = "0.11", features = ["mp3",…
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**Describe the bug**
I'd like it to be possible to spawn cosmetic entities as children of rolled back entities.
Used to work prior to https://github.com/gschup/bevy_ggrs/pull/31
For instance …
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I'd like to use `bevy_rapier` in a networked game which uses state rollback. I was planning to use `bevy_ggrs` for that, but in order to rollback the whole physics state i.e. `RapierContext` `bevy_ggr…
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**Describe the bug**
I would have expected the `with_desync_detection_mode` to rollback every second or some specific time interval, however in my case it only rollsback at the very start and then it…
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The aim of this report is to figure out where and how desyncs happen.
To this end I am first going to see what the actual latest release build
is in terms of non desyncs (if one even exists!).
To…
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The rematch state in the game over screen can desync. I was able to trigger this twice in a row, but then not anymore. It seemed like it happend around the third or forth when rematching. The issue is…