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Everything you pass through
PhysicsSystem / CharacterVirtual order doesn't matter.
The order in which you call Beware that there is currently 1 case that I'm aware of where determinism will break down for |
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@jrouwe, thanks for the reply. I'm still having rare situations in which I'm experiencing indeterminism though that are very hard to repro. |
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I’m trying to make hot joining deterministic in a multiplayer setup.
The client joins from an empty world, receives the current authoritative world snapshot, recreates bodies with explicit server-provided
BodyIDs, and restores the rigid body state. ForCharacterVirtual, I’m also passing the inner body ID authoritatively viamInnerBodyIDOverride.Broadly: what is the expected/recommended way to hot join deterministically with Jolt?
A few specific questions:
CharacterVirtual, isSaveState/RestoreStatesufficient, or is there additional state that must be serialized manually?PhysicsSystem,CharacterVirtual, andCharacterVsCharacterCollisionregistration?CharacterVirtual::ExtendedUpdatebeforePhysicsSystem::Updatevalid for this setup?I’m not expecting Jolt to provide full game-world serialization; I’m trying to confirm the correct low-level requirements so the game layer can provide the rest.
Thank you in advance!
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