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.