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PUN Time - Syncing RPCs

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In my multiplayer car game there is a race mode, and the cars travel fast enough that I need to do a check against the network time in order to make it so that crosses the finish line first according to the network time is the winner, and not the local display.

I am thinking of doing this by just sending an RPC with the PhotonNetowork.Time, or even just getting the timestamp. I need to know if either of these take ping into account already or if I must add it myself. (e.g when I cross the...

PUN Time - Syncing RPCs

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