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Timeline for Issue with in game replay system

Current License: CC BY-SA 3.0

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Feb 21, 2016 at 17:44 vote accept sabo
Feb 21, 2016 at 16:25 answer added DMGregory timeline score: 1
Feb 21, 2016 at 16:13 comment added sabo @DMGregory I cut out some code so I must have missed index. It is fixed now. Also, positionFillLength is just what I use to keep track of the amount of saved positions I have. That is the total size of the saved positions I would subtract the amount of interations over the replay length to find the starting position of the replay itself.
Feb 21, 2016 at 16:12 history edited sabo CC BY-SA 3.0
added 53 characters in body
Feb 21, 2016 at 16:08 comment added DMGregory Looks like there may be some code missing? I don't see where index is defined in StorePositions or what positionFillLength is used for.
Feb 21, 2016 at 16:05 comment added sabo @DMGregory Please see my edit.
Feb 21, 2016 at 16:05 history edited sabo CC BY-SA 3.0
Addition of code snippet.
Feb 21, 2016 at 13:19 comment added DMGregory Your math looks right if you're doing this in FixedUpdate, and each object has its own array or each array entry is a structure containing all objects' data. Can you show us the relevant snippet of your code? Another debugging step you can try is to record a timestamp each time you save a position — by looking at the timestamp replay you'll be able to determine when data is being written.
Feb 20, 2016 at 19:59 review First posts
Feb 21, 2016 at 2:53
Feb 20, 2016 at 19:55 history asked sabo CC BY-SA 3.0