Get all players onto the same game clock so timed events line up
A boss that wakes up at a set moment or a countdown that ends for everyone together needs a shared sense of time, but every device's clock is a little different. Averaging ping answers looks natural and is wrong. Here is which answer to trust and how to move the clock without visible jumps.
Why this works
Delay on the network is never the same in both directions, and the fastest answer is the one least spoiled by it. Trusting your best measurement over an average of all of them gives the smallest possible error.
When not to use it
Skip it when nothing depends on the exact moment, such as turn-based play, or when the server simply tells everyone when to act and they follow. A shared clock is only worth building where several screens must change together.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Get all players onto the same game clock so timed events line up" (read_entry online-shared-clock-from-ping-samples) 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