Quick answer: Construct 3 Photon multiplayer showing time-sensitive events at different timestamps per client? Photon clocks drift; sync via Photon.RoomTime not local time.

Coordinated abilities trigger at server time T. Client A sees T+50ms; Client B sees T+30ms.

Use RoomTime

Photon.RoomTime is server-anchored; identical across clients. Schedule events by RoomTime.

Periodic time-sync

Server broadcasts RoomTime; clients adjust local offset. Drift bounded.

Tolerance per event

Time-sensitive events have a tolerance window. Clients within window agree.

“Distributed clocks drift. Server time is the anchor.”

If your game has time-coordinated events, the time-sync layer is the foundation. Plan it.

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