I was testing switching a player between two groups, and I noticed that occasionally the interactive participant's LastInputAt time was using my computer's local time instead of UTC.
Digging into it, it looks like the issue is in the ReadParticipant function in InteractivityManager.cs. When processing the WS_MESSAGE_KEY_LAST_INPUT_AT and WS_MESSAGE_KEY_CONNECTED_AT json values, those values are converted to local time instead of universal time.
I was testing switching a player between two groups, and I noticed that occasionally the interactive participant's LastInputAt time was using my computer's local time instead of UTC.
Digging into it, it looks like the issue is in the
ReadParticipant
function inInteractivityManager.cs
. When processing theWS_MESSAGE_KEY_LAST_INPUT_AT
andWS_MESSAGE_KEY_CONNECTED_AT
json values, those values are converted to local time instead of universal time.