#networking
4 items (2 guides · 2 fixes)
When the world is deterministically generated from a spec, a save is {version, spec, edits[]} — never a geometry snapshot. Load = validate → regenerate → replay edits. Same format works for save, co-op edit sync, and late-join replay.
Two proven architectures on top of the engine networking primitives: replicate the generator spec (not the geometry) for deterministic worlds, and retrofit local-only gameplay systems to host-authority without breaking single-player.
Deriving a visual's facing from horizontal velocity causes 180-degree snaps on any momentum reversal — lock facing to an attach-time azimuth for pendulums and oscillators.
[Sync] owner→proxies, IsProxy early-out; FromHost for shared truth — don't NetworkSpawn scene-wide singletons.