Hiho!
Just a quick fix in the Player.cs
// movement reconcilation happens only on the local client. (client compares movements with the ones that server validated)
if(!networkObject.IsServer && _isLocalOwner) // add this "if"
FramesToReconcile.Add(_currentInput);
The server accumulates these inputs, but it doesn't need them. It causes a huge memory leak leading to gigabytes of ram being wasted in minutes.
Hiho!
Just a quick fix in the Player.cs
The server accumulates these inputs, but it doesn't need them. It causes a huge memory leak leading to gigabytes of ram being wasted in minutes.