This was a tricky one! It should be improved in our next release. There were a bunch of issues that turned up:
- As I mentioned, we weren’t properly using a framerate-independent timer for the client-side simulation.
- We had minor floating-point issues that were resolved by switching from seconds to milliseconds for units.
- There were some subtle differences between how the client and server were doing simulation timing.
- The server-side packet collection was being added to as we were traversing it, creating the issues with splitter nodes that you noticed.
We’ll be packaging these fixes up with other stuff and hopefully doing an update this week.