Show a shared event goal that keeps up with your own taps and still reads true
Everyone adds to one big total, but the number from the server is always a little old. Adding your own share on top makes your help count twice, ignoring it makes the bar feel dead. Here is the display rule, a personal limit, and who may collect which reward.
Why this works
A number from the server is always a little old, and the client knows something the server does not yet: what it has sent since. Showing the server's figure plus only that unconfirmed part is both instant and true, and the bar never counts anyone twice.
When not to use it
Skip it when the total changes rarely or only at the end, such as a goal revealed after the event. Then show the server's number alone. Also skip it for goals where a few off numbers matter, like prizes with exact cutoffs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 21 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Show a shared event goal that keeps up with your own taps and still reads true" (read_entry community-goal-late-totals-no-double-count) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP