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The LOD collision seems to be generated by the server, so if the clients are outside LOD 0 of the server, the clients see LOD 0 but collides with the higher LOD. This at best leads to minor collision issues like client's floating and at worst infinite clipping through the map.
Here is a video of it happening. It also happens in the default example. I am using TCP multiplayer. https://youtu.be/lNJH_lO4X5I
The text was updated successfully, but these errors were encountered:
The LOD collision seems to be generated by the server, so if the clients are outside LOD 0 of the server, the clients see LOD 0 but collides with the higher LOD. This at best leads to minor collision issues like client's floating and at worst infinite clipping through the map.
Here is a video of it happening. It also happens in the default example. I am using TCP multiplayer.
https://youtu.be/lNJH_lO4X5I
The text was updated successfully, but these errors were encountered: