Hey everyone, I've been trying to figure out why a movement system I've been building is supper laggy feeling and I'm 99% sure it's because of deltaTime. The default cube example in the getting started section of the netcode documentation just uses Time.DeltaTime so I thought this was the way to go. I assumed that the delta times would be corrected for the fact that the server runs prediction less times then the client. But I wrote some code that allowed me to see the difference between the client prediction and the server prediction of my controller and they were way off. Curious I wrote a simple script that just added delta time to a float every time the prediction was run and boy was I surprised, a ran it for a bit my server accurately counted 31.36 seconds while my client counted 392.93 seconds. That doesn't even make sense taking into account the fact that the server is running (I'm guessing) at a fixed 60 fps and my client is running at 90fps. Is there a premade way to get a normalized/fixed delta time that will work for both? Or will I have to write a simple timer function to get it?