Networking.GetServerTimeInMilliseconds odd behavior
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Skyhigh24
Networking.GetServerTimeInMilliseconds returns a possitive value for about half the players in the world, and the rest of the players get a negative value counting towards zero. When servertime is used for syncing events players dont all sync up. If you get a possitive number it will be possitive through out your stay in that world, and if you get a negative value it will stay negative. If you rejoin the world you will get a possitive or negative number by chance. I include two logfiles showing examples of possitive and negative servertime.
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Deantwo
What does your code look like? Are you maybe casting INT64 to INT32 and having it rollover?
Fax
needs more information
To clarify: Are you saying that ServerTime is not the same for all players in the instance?
I.e. two players join the same instance simultaneously, and their server time is different?