In real-time games it's often useful to relate game events to a global common timeline,
that's valid for all players and independent from derivations throughout the clients' system times.
The Photon Server's System Time can serve as this reference time. The serverTimeOffset represents
the difference between the client's local system time and the Photon server's system time.
\return Gets the difference between the local uptime and the Photon Server's system time in ms.
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Target
Photon Cloud Object Object Reference
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Return Value
Integer
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In real-time games it's often useful to relate game events to a global common timeline, |