Gotchas
- Quantum only destroys entities in the next frame.
So if you calledf.DestroyCharacter(character)
, it will still be available in the next frame. - Quantum emits events in Unity in reversed order unless you set
QUANTUM_FLIP_EVENT_ORDER
scripting define symbol (the define needs to go into thequantum_system
project since Quantum 1.2.2).
That means that if simulation emitted A, B and C, withoutQUANTUM_FLIP_EVENT_ORDER
it would fire C, B, A in Unity while withQUANTUM_FLIP_EVENT_ORDER
it would be A, B, C. - Connection flags are still broken as of 1.2.0: flags for player 0 always return 0.