Describe the bug:
Sometimes after a bit of playing (hard to specify correctly, might be hour or half) timelines would get desynced between client and server. This causes problems by each and every timelined object even if they are deleted and recreated. Basically what is displayed on client is wildly different from what is happening on client. You would often hit something that does not seem to be hittable, because server thinks it is in a different place.
How do you cause this bug?
- Use timelines ( f.e. PlayRelativeTimelineLoop ) to move collideable entity
- Add trigger on your player to be triggered by that entity and notify you when trigger happens
- Move around, Wait some time, etc
Eventually you should notice that client displays that entity differently than server thinks it is ,because trigger would start being triggered by a void before of after it (depends on how you set timeline).
Screenshots / video of bug:
Hits on 0:11 and 0:27 are totally result of this bug, because trigger is well inside of orb and being hit like this is definetly because of desync - client thinks that rotating block is in different position than it actually is.
Which platform: Stadia
Which input: keyboard + mouse
Your Crayta username: strowk
Game seen in (including “Hub” or “Editor for XYZ”): Editor for Turn Right and also when playing it
How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible): maybe once in 20 times? Hard to say, it is pretty random, but once desync happened - every other timeline would be broken the same.
Time + date seen: 06-02-2022 and during the jam several times in preview
Version number (found in Help tab in Settings): 0.e4.49.115313