Thanks for the help! I had tried sending it less frequently and lerping to compensate, but still had the floating issue and this is a lot better.
Out of curiosity, is there any specific reason you set the max players at 4? I'm guessing to not overfill the array, but you could expand that. Or does C2 send the full array if values are not used, and bandwidth is wasted?
Another topic, the next logical step for multiplayer games is to have a server database / user accounts. As far as I can tell this isn't do-able with photon. Theoretically you could do this with sql databases, but I'm not sure how secure that would be? What do you all think is the best option for this?
The array doesn't really play into the player count, I just set it at 4 because I was testing Photon for a game with a maximum # of 4 players. You should be able to increase it to any arbitrary number without having to make any other changes to support more players. With how it works now, if Photon finds room but they're all maxed out at 4 players, it creates a new room. If you increase the player count per room, it'll allow more players to join any available rooms before creating a new one.
As for DB/user accounts, I'll just be using Steam, which solves that issue. Otherwise you'll also need to do some server-side scripting to interface with the DB/custom user accounts.