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A networking library to make multiplayer games for the Bevy game engine

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Hello again! We've run into an issue with our odd use case again, which is that a client owned entity: ```rust commands.spawn(( OwnedEntity { OwnerId(local_client_id), Replicate { group: ReplicationGroup::new_id(local_client_id.to_bits()), ..default()...

Currently we forward them to the client's InputEvents; this works in our examples because we also handle inputs on the client for client-prediction, but in the general case the server...

good first issue
A-Input

Example raised by simbleau. Symptoms: - latency seems to be increasing if the FPS is too low, it keeps increasing at a constant rate to infinity. - crazy rollbacks TODO:...

C-Bug

Provide the settings described here: https://www.snapnet.dev/docs/core-concepts/input-delay-vs-rollback/

A-Prediction
A-Input

We want to be able to rollback client resources whenever a rollback happens, so that the resource is reverted to a previous state. Note that here we only consider resources...

A-Prediction

When a Resource gets added on the server and is synced with the client, we might want to handle similarly to component: - create a `Predicted` and a `Confirmed`? -...

A-Prediction
A-Interpolation

Just got a rare panic, happened as a client disconnected. ``` 2024-08-11T18:53:05.317603Z INFO lightyear::transport::webtransport::server: Spawning new task to create connection with client: 127.0.0.1:57085 2024-08-11T18:53:05.464442Z INFO lightyear::server::connection: New connection from id:...

Currently it is possible to run Client/Server with no ProtocolPlugin, but we should error in this situation

good first issue
C-Usability

- Need a test that sends a button press, and we check on the receiver that the using `just_pressed` works (i.e. the input becomes Pressed) afterwards

A-Input