I have a boolean called ismoving in one of my classes. On the client side, this boolean works as expected, it only becomes true when I call a certain function
and it only becomes false after a certain condition in another function
These two locations are literally the only points at which ismoving can change value (other than the initialization in the constructor). However, on the server side, ismoving, when it’s meant to be true, rapidly switches between true and false for no reason.
I’ve checked if its reaching ismoving = false multiple times (it’s not) and even more strangely, if I delete ismoving = false entirely, it still goes back to being false somehow.
I think this is an issue with multiplayer because if I set my game to 1 person, this no longer occurs on the server side, but I have no clue whats happening because ismoving isn’t replecated and shouldnt be affected by the number of players in the game.
Someone please help, I am actually going insane from this issue