From e71c1d2d1b2cced1d2ef1591bcb862d30a350350 Mon Sep 17 00:00:00 2001 From: proepkes Date: Sat, 2 Feb 2019 20:48:06 +0100 Subject: [PATCH] Update README.md typo --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 15d370c..9857431 100644 --- a/README.md +++ b/README.md @@ -4,7 +4,7 @@ Initial commit was targeting the following protocol: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/. It turned out that bad network conditions made the game unplayable. The project has shifted to an architecture you see below. -Currently the rollback of adding new entities should be stable. If you spawn entities in multiple instances, all simulations will have in a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition. +Currently the rollback of adding new entities should be stable. If you spawn entities in multiple instances, all simulations will have a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition. Rollback for entity-changes (e.g. position-change) is currently in progress. Using the navigation-feature in combination with rollback will lead to desync or game crashes.