So one of the many problems I've had with multiplayer games, are that they are very laggy/jumpy since they are updating only every 0.1 seconds. And this will also be especially harmful for people wanting to make multiplayer games with cloud vars/lists. I've heard that cloud data only updates every 2 seconds. This would make real-time games extremely laggy. Well, after some searching on the web, I've learned about a technique called "Dead Reckoning" that kind of "fixes" this problem. Basically, the two clients (or server and client) choose an algorithm that the client uses to move the sprites on it's own. So basically, the server/other client tells the other player that they are moving in "this direction" at "this pace". While this is good and all, sometimes two different computers might desync (and with my tests, it desyncs very easily). So this is when the server/other client sends it's position in a regular interval, so it keeps both clients at least somewhat in sync. This project shows that technique. You can press 'p' to update the 'ping' and 'pong' variables. Press 'U' to set the update interval. Press 'C' to set the correction value (default is 1.1). Arrow keys to move the sprite. Since one computer may be faster than another, the correction value can be used to lessen the jumpiness when an update is received. This project uses Mesh and you will need to host it and then connect to it on your own (I don't have a server set up for this since it's just a simple test).