This can be experienced with afps sounds, when the networking is suboptimal messages triggering sounds can be received before the diffs meaning that an explosion will be audible before it's visible (or other way around).
This should probably be a separate Target (ClientBroadcastReliableSync and ClientTargetedReliableSync?) or RPC kind of component like in Unity.
This can be experienced with
afps
sounds, when the networking is suboptimal messages triggering sounds can be received before the diffs meaning that an explosion will be audible before it's visible (or other way around).This should probably be a separate
Target
(ClientBroadcastReliableSync
andClientTargetedReliableSync
?) or RPC kind of component like in Unity.