17d20440da
The per-peer spread offset used the raw ENet peer id directly ((peer_id - 1) * 1.5), assuming ids are small sequential numbers. Real peer ids are large effectively-random 32-bit values, so a joining client's XR rig was being shifted by hundreds of millions of units off the origin — the world had actually replicated correctly, the player was just teleported far away from all of it, with float precision bad enough at that range to jitter the view and destabilize physics. Bound the offset to a small deterministic slot instead; the host still keeps its original baked spot. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>