I’m spawning the projectiles through a message to the server, which tells a child object (the gun) to spawn the projectile. The gun sends some variables to the projectile on spawn (things like damage or movement speed).
The projectile itself does a little logic, detecting how many times it should bounce, or weather it should pass through or hit certain objects. However, on removing all this logic, the issue still happens. I’ve tried resetting all the network priority stuff, and have done research and messed with various settings, with no luck at all
The issue becomes worse the more projectiles i have active at a time, especially after bouncing, but it’s noticeable with just 2 after a couple of bounces. They don’t smoothly move between points anymore, they appear static then teleport to around where they “should be” if they were moving smoothly that frame.
Is there an upper limit to the number of projectiles that can update at a time, from server to client? Seems odd for that to be the case, since i’m testing with 2 windows on a single PC.