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Question by Tario · Apr 06, 2020 at 08:47 PM · multiplayer-networkingmultiplayer networking

DOTS NetCode multiple entities

I have a DOTS NetCode project where the server spawns ghosts on the clients when they connect. It's built on the DOTS Sample Project from Unite Copenhagen 2019 with the cube that moves around via NetCode.

When I check the EntityDebugger, I see the ServerWorld has all the entities I expect but the ClientWorld has at least two of every ghost. Is this intended or a bug?


They all reference slightly different sets of Components and it happens in the original demo from Unity so I'm not entirely sure.


If it's not intended, anyone have any ideas why it might be happening? I want to say framerate or duplicated messages from client to server. If it is intended... why? What does it do?

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Answer by 11marcello11 · May 06, 2020 at 09:04 AM

bump

also, I'm using ecs physics and for objects that collide with the layer they're on themselfes, they get pushed aside slightly which lets all those objects appear double. (on server and on client too)

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