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spawn entity E with a C1 (ComponentSyncMode::Full) and C2 (ComponentSyncMode::Simple)
send an update for C2
rollback_check runs for E because the confirmed_tick has been updated.
We should only update the confirmed.tick if the update contained a ComponentSyncMode::Full update. (confirmed.tick is only used for prediction/interpolation)
Example: the player entity constantly runs rollback_checks in the spaceships example because the Player component keeps getting updated.
The text was updated successfully, but these errors were encountered:
Scenario:
We should only update the confirmed.tick if the update contained a ComponentSyncMode::Full update. (confirmed.tick is only used for prediction/interpolation)
Example: the player entity constantly runs rollback_checks in the spaceships example because the Player component keeps getting updated.
The text was updated successfully, but these errors were encountered: