Quick answer: Construct 3 Multiplayer plugin clients rubber-banding when the host’s clock drifts? Use the plugin’s server time, not time, for timestamps and predictions.
Smooth on host, jittery on client. The client predicts using its local time; the host’s clock is slightly ahead, so predictions trail.
Server Time Built-in
The Multiplayer plugin exposes Multiplayer.ServerTime — a synchronized clock corrected via roundtrip estimates. Use it for any predictive math.
Sync Input Tags
Inputs go through the plugin with input tags. The host applies them at consistent server time — if you bypass tags and apply inputs directly, you re-introduce drift.
Interpolation Window
Set the Sync object’s interpolation to a small window (50ms-100ms). Bigger windows hide jitter but feel laggy; smaller windows feel sharp but show every drop.
Verifying
On a high-latency client, motion is still smooth and predictions don’t snap back when the next server update lands.
“Use ServerTime for predictions; sync inputs via tags. Local time drifts.”
Test with the browser’s network throttling at 200ms RTT — rubberbands are easy to spot, and ServerTime usually fixes them in one pass.