Currently the client displays the game without its own group until it receives its player id from the server.
This is coded really hackily and doesn't communicate to the user that it's "connecting"/"longing".
Additionally the player id is fetched every (pre)update step in a very inefficient manner...
Currently the client displays the game without its own group until it receives its player id from the server. This is coded really hackily and doesn't communicate to the user that it's "connecting"/"longing".
Additionally the player id is fetched every (pre)update step in a very inefficient manner...