I’m working on a top down project where players use a mouse to aim. The target transform of where the mouse hits the floor is replicated and an RPC call made to update the turn (interpolating where over time).
This seems to work great for clients 1 & 2 on a dedicated server. However, client 0 has a constant juttering. It appears to be trying to turn to where the player is aiming and the centre of the map (0,0,0). Is there something special about client 0? Could it be because it’s the first one to connect and therefore takes some responsibility in some way?