void SyncFrame() { if (_isOwner && _listener.FramesToSend.Count > 0) { // The player sends the frames he played to the server. networkObject.SendRpc(RPC_SYNC_INPUTS, Receivers.Server, _listener.DequeueFramesToSend()); } else if (networkObject.IsServer && _listener.LocalInputHistory.Count > 0) { // The server sends back what he played to the controlling player. networkObject.SendRpcUnreliable(_owningPlayer, RPC_SYNC_INPUT_HISTORY, _listener.DequeueLocalInputHistory()); } }