In the documentation’s determinism/rollback page, it mentions that you should avoid “Relying on floating point numbers across different platforms” – how relevant is it in regards to Unity’s systems/how could this be avoided given Unity’s reliance on floats, especially in the case of positions?
It also suggests to avoid Unity’s physics engine as it is not deterministic - does this include raycasting, given it’s Physics2D.Raycast? I’m not quite sure where to begin with implementing collisions without physics bodies nor raycasts.
Lastly, and partially unrelated, how do you identify a “host” client, such as suggested in this thread?



