Open TheYellowArchitect opened 1 week ago
I am beginning to reconsider this entire issue, so feel free to close or at the very least, move into a discussion.
NetworkTime.is_initial_sync_done
is already used, and fixed in #284
Personally not a fan of spawning a player, and awaiting for sync then tweaking him, instead of just straight up spawning after the sync and all good (simpler and intuitive) but race condition bugs popped up with RPCs when I tried this so no big deal I guess. But seriously, the hook for the project is required at documentation. To explain that currently, the first avatars must be spawned, and then have an is_initial_sync_done
delay, and then start rollback etc.
Rollback happens prematurely as seen above.
Also for my game, I use the signal
NetworkTime.is_initial_sync_done
(so I am certain the ticks are the same among players), and that is when I start the avatar spawns etc This signal should be documented to be used as the "hook" for plugging netfox to any project imo