This appears to be similar to a ticket we are currently working. I have opened up a separate issue to see if it relates to the one we are currently working on. Thank you for bringing this to our attention. our Internal team is working hard to get these issues resolved.
If you see this issue occur in other games, feel free to list them off here. I will update those tickets.
Hey @QA_Kathel This bug is also happening to me. I’ve tried to figure out how to fix and how this bug works. Seems like when you spawn or respawn, sometimes it desyncronizes making the game unplayable.
It is happening in few 2D games since last big update (Cursed Galleons), to old games (like Super Bizarre Adventure) or new (like Crazy Road or The Infinite Dungeon).
Also I’ve discovered a small way to temporarily fix it inside a gameplay: Press (P) photomode and press it again to return back to normal mode and desynchronization is gone, I hope this info helps with fixing it (it is a super annoying bug).
This is a workaround that worked for me. Sometimes the Client spawn is bugged 3 times in a row until it resolves
function SpawnUserScript:_checkUserPosClient(pos)
local p = self.properties
if(IsServer()) then
self:SendToLocal("_checkUserPosClient", pos)
return
end
local user = self:GetEntity()
local player = user:GetPlayer()
if(player) then
local clientPos = player:GetPosition()
local posDifference = math.abs(pos.y, clientPos.y)
if(posDifference > p.spawnBugTolerance) then
print("SPAWN BUG: CLIENT pos: ", clientPos)
self:SendToServer("SpawnInternal")
end
end
end
Wowzers! Thank you all for that information! This should help out our team investigate that issue further to get that fix out soon! I have updated the ticket with all the information you guys have provided !
I totally appreciate all the team work going on into narrowing down the causes.
Another note:
This bug also happens in 3D games (every Crayta game?). But in 3D you only see the wrong position for one second after spawning, and then get teleported to the correct position.
We think this issue may be fixed in the next update as we had a report of a very similar issue with desynchronization that we have addressed. Could you please update us if this is still occurring for you after the update?