PhotonNetwork.Time = 0
develax
✭✭
From time to time in the first two OnPhotonSerializeView method calls PhotonNetwork.Time is 0. In the beginning, I couldn't understand the occasional strange behaviour of the remote player until I could detect it in the debugging process.. Very rarely but still it happens that PhotonNetwork.Time continues to be 0 for a long time. What could be the reason for this and how to handle it?
0
Comments
-
Hi @JohnTube,
thank you for the clarification!
I assumed that this was so but still wanted to be sure.
Since received data is mostly useless whenPhotonNetwork.Time == 0
(it can't be used for interpolation) I just teleport the object at its current position in this case and then drop this packet out of the buffer.0