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When having a signal controller in the world set to timed mode, signals won't sync properly between clients and servers. If the time is long, and the systems is in the middle of a cycle, it is possible that the signals will be synced mostly together. But other times they end up just being both green and never changing on one client, while changing normally on another. Need to change signal state-logic to send packets to signals to change their state based on packets sent from the controller on the server controlling them rather than having the code run client-side. This ensures better timing than just going by the ticks existed and cooldown, as client-side lag could widen small de-syncs.
The text was updated successfully, but these errors were encountered:
When having a signal controller in the world set to timed mode, signals won't sync properly between clients and servers. If the time is long, and the systems is in the middle of a cycle, it is possible that the signals will be synced mostly together. But other times they end up just being both green and never changing on one client, while changing normally on another. Need to change signal state-logic to send packets to signals to change their state based on packets sent from the controller on the server controlling them rather than having the code run client-side. This ensures better timing than just going by the ticks existed and cooldown, as client-side lag could widen small de-syncs.
The text was updated successfully, but these errors were encountered: