I’m building a networked game with Root Motion Locomotion for fun, but after a while playing in a session, the client will begin to jitter and play the animation faster than in the server.
Some additional details: I’m replicating the “Input” that it’s controlling the animations, so I thought that’d be the best way to do it.
I know RM Locomotion in multiplayer is somewhat possible, so I’d rather keep going that way, but I’m not sure what the problem is or how I can fix it.