Spaceships predicted despawn behaviour #808
Merged
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In the spaceships example, I notice this behaviour:
EntityMut::remove::<server.Replicate>().despawn()
on the serverEntityMut::despawn()
on the client.I don't think this behavior is correct
EntityMut.remove::<server.Replicate>().despawn()
would still send a ReplicateDespawn message. To avoid sending the message you need do toEntityMut::remove<Replicating>().despawn()
. It's best to use the provided commandcommands.despawn_without_replication()
Also we want the despawn to be replicated from the server to guarantee that the client/server behavior stay in sync!
So what we actually want is to do a normal despawn on the server, and to do a predicted_despawn on the client.
(For a predicted_despawn, I remove all components on the entity but I still keep the entity and the PredictionHistory, in case the predicted_despawn gets reverted and I need to re-add all the components again. It might be possible to avoid special casing the prediction despawn: #793)