Looks like when the velocity becomes zero on the server, it becomes something like 0.0005 on the client. For example, an enemy stops, and on the server its velocity.x == 0, but on the clients velocity.x == 0.00051234.
Is this just the nature of networking, should I adjust the NetworkTransform or account for it in code, or is this a bug?
Is this just the nature of networking, should I adjust the NetworkTransform or account for it in code, or is this a bug?