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Handle first sync event ( sync world ) #68
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You're correct in that practically in all cases the game engine has "nothing to do" before the first full sync. Thoughts? |
Was the original purpose, but as you mention some one should be interested on run some "local scene", maybe loading another assets or waiting for connection . So could be diferent things , handle first sync and allow run step before or when first sync . |
For convenience reasons ( eg. initialize visual scene/world ) should be usefull a firstSyncReceived/worldSync or something similar , maybe with pre/post addition .
I can execute once 'client__syncReceived' , but a interesting thing can be add diferent params as syncReceived .
Eg.
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