Fix the player's position after the server disagrees, without a visible jump back
The server says the player was somewhere else, and a naive fix puts them back in the past, undoing every step and dash they made since. This entry shows how to accept the server's word and still keep what the player just did.
Why this works
The server's answer always describes a moment already past. Starting from it and replaying only the moves it has not counted yet lands on where the player should be now, so a correction becomes a small nudge instead of a jump back.
When not to use it
Skip it when the server alone moves the player and the game is slow enough to wait for each answer, as in turn-based or board games. Also skip it for movement the player's device cannot foresee, such as being pushed by others.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 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 "Fix the player's position after the server disagrees, without a visible jump back" (read_entry replay-unconfirmed-inputs-after-server-correction) 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