When a player joins a run with DropinMultiplayer, the map desyncs for the client, causing a few differences in the map, (most) void potentials being unable to be used, and can make certain enemies and interactables to appear to be floating for the user. Also, there's a chance that, if the client attempts to buy a "floating" chest, it crashes their game and they're unable to join back until the map is switched to a normal stage. This issue is probably unable to be fixed, but I wanted to point it out.
Hi, thanks for letting me know. It is unlikely that I will fix this issue unfortunately. This issue is complicated to fixed because of how stage generation is seeded
When a player joins a run with DropinMultiplayer, the map desyncs for the client, causing a few differences in the map, (most) void potentials being unable to be used, and can make certain enemies and interactables to appear to be floating for the user. Also, there's a chance that, if the client attempts to buy a "floating" chest, it crashes their game and they're unable to join back until the map is switched to a normal stage. This issue is probably unable to be fixed, but I wanted to point it out.