It’s been interesting looking at the solutions on this thread. However, while these work when run locally or over a fast LAN, they are useless when used over the internet with any sort of latency. If you open the console in one of the clients and set the simulated latency to 100ms, you’ll see what I mean. The game would be unplayable.
I’ve been experimenting with my own solution, which simulates things on both ends (so client side prediction) but finding that the server authority makes me skip backwards all the time - I’m not sure if this is because the simulated lag is poorly implemented or not though.
One thing I’ve been trying to find is the setting to make the client authoritative, because in my case I don’t need the server to be authority all the time. Anyone happen to know where that setting is?
EDIT: I think I’ve confirmed it, simulated lag set on a client only simulates the sending the data from the client, not receiving from the server, which is instant if run locally. This I believe causes strange issues you wouldn’t see with real world lag.