Is a Client’s Network.time supposed to try to sync with the Server’s time? Because it isn’t.
In my tests on a local network between PC (webplayer) and Mac, the network time on the PC starts around 14252 while the Mac time starts at 41 (in this case) and of course varies as it goes, and each time you start it.
If that’s how it’s supposed to work, that’s fine, but obviously I’d like to know either way. ![]()
Thanks
-Jeremy
PS: Unity 2.0 btw.