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Any easy way I could compensate for something like this:
//client 2 pushes client 1
//client 1 recieves client 2s onlinePlayerPos (the pushed player pos)
//override client 1 playerPos with client 2 onlinePlayerPos
It might be a stretch because the current system is peer-to-peer position passing and not passed through any 1 client..
The text was updated successfully, but these errors were encountered:
Any easy way I could compensate for something like this:
//client 2 pushes client 1
//client 1 recieves client 2s onlinePlayerPos (the pushed player pos)
//override client 1 playerPos with client 2 onlinePlayerPos
It might be a stretch because the current system is peer-to-peer position passing and not passed through any 1 client..
The text was updated successfully, but these errors were encountered: