I don't think it's necessarily latency testing with 2 tabs, it's just the fact that I'm trying to set the position of the player animation sprite to the player collision box sprite and it's not 100% (so it looks like it's lagging 500 ms behind).
We're just worried that if there is a bit of lag on the hosts end, the peer basically can't play very well. Our game in particular is more important that each player feels literally no lag in their character (it's co-op instead of adversarial). I completely understand where you're coming from, though. We're just not 100% sure on how to implement the sync correctly.
For me this sounds a bit like a "suggestion
" to sync the objects position and animations (including frames)
Note that I'm not suggesting a system like that, since the workaround with synced instance variables
, but @Ashley you can be sure that a lot of us would appreciate a built in system like that for sure.