I'm currently working on a relatively slow-moving WW2 tactics game, and have recently implemented NetCode. It works well, but is not a perfect fit. For example the commands sent to the server can have a delay of two seconds since they do not have to have a near-immediate feedback on other clients, such as in the DOTS example shooter. Also, clients can be behind the server by 2 seconds. Basically, the clients are mostly a view onto the simulation that is run on the server, with non-realtime, limited commands from the clients. Since realtime is not so important, the clients could have larger buffers for frames coming from the server, and thus there could be less hiccups / slowdown/speedups. Is it currently possible in NetCode to allow for a larger delay, so that clients can lag a longer time behind the server? Could I – as hinted at in https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/time-synchronization.html – use my own NetworkTimeSystem to calculate an earlier server time to present on the client, so that there would be a larger delay? Thanks in advance!