I don’t know if this is indended, but if I stop sending ICommandData, the system still receives the last ICommandData sent each frame, which is not empty. Doesn’t matter if I use GhostPredictionSystemGroup.ShouldPredict and GetDataAtTick too. Am I responsible for clearing the ICommandData buffer or maybe I should send empty ICommandData in that case (since this seems to fix it)?
You are supposed to add inputs every frame, even if those inputs are empty.The only exception is when CommandTarget is Entity.Null - in which case no inputs are sent, but we still send the command packet used for ping etc.
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