UDP
Server Authoritative
What I'm doing right now is syncing the players position periodically and using some interpolation while any ability the player uses gets sent and played as soon as possible. Everything seems to work ok in parallel if the abilities don't involve the player moving. If I were to use the same system for movement based skills I would have some trouble syncing VFX with the movement part of the skill because movement would only be managed by state sync. So my question is what would be the best approach to deal with this issue? Should the players position get "locked" at the start of the ability so the ability code could take care of the movement instead, should the state sync take care of both: positions and abilities or is there a better solution? I understand I can't just have state sync take care of the movement and ability code take care of the VFX because of abilities such as teleport for example.