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Player lag compensation script, what's wrong?

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In online games there's always lag for everyone, some have it high and some low, can't remember exactly where but I read about a technique in hiding lag and making smooth play by "delaying" the clients by a constant time, so if the server is running at time X, the clients are rendering what happened at time X-delay.
I'm trying to implement this technique, using the following script:
Code (CSharp):
  1. class PlayerController : NetworkBehaviour {
  2.     class Snapshot{
  3.             public long time;...
Player lag compensation script, what's wrong?

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