Multiplayer: Wrapping behavior anomalies

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  • In trying out the new multiplayer functionality I have a few car and bullet type objects that have the wrap behavior. Their movements are followed fine with the multiplayer syncing, but whenever one of the objects wraps around the screen, all of the clients will get a frame or two of the object flying across the screen to where it wrapped to.

    What's the best way to handle a wrapping object for multiplayer? Is there a way to disable interpolation for syncing the position of an object, ideally for only while it's wrapping?

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  • Looks like this behavior is even worse with input prediction turned on for the peer side, while input prediction makes things a bit more smooth for the peer it causes really bad rubber-banding when the object wraps.

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