> Set up Photon to send an event update when the following events occur:
> - Player starts moving
> - Player jumps
> - Player starts falling
> - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)
> Syncing those events should fix the issue.
Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.
Here is my .capx, taken from the tutorial for simplicity sake.
You'll have to put in your own AppID for Photon.
You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial is the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.
I'd planned on cleaning this up a bit before distributing it, and I probably will at some point, but if none of what I said above makes sense then check this out. It shows what I'm trying to explain above. https://dl.dropboxusercontent.com/u/14245368/C2/Examples/Photon_Multiplayer.capx