Yeah I haven’t seen it when I first tried the replication system.
I’m not sure what could’ve caused it, the rot/loc stuff is pretty simple - a node with a character controller component. the character controller updates the physics stuff and the transformation gets replicated by the node.
I noticed that in both SceneReplication and NinjaSnowWar the server doesn’t have a local player, all the players connect to it as clients.
In my case I didn’t create complete separation between the server and client - the hosting server is also a server-side player, and it’s the only player that suffer from this problem.
If that’s the problem - is there a way to create complete separate server and client from network perspective on the same instance of a game, and connect to the server?
The goal is to start a server and join it without having to start two programs, like most MP games do. It’s a really important UX feature.
BTW I switched to my own naive full state transfer network system and the problem doesn’t exist there. It might suggest it has nothing to do with the player’s state, but something else inside Urho’s network system that causes it.