Update on rollback issue. The vertex buffer data is stored in managed objects across frames, but static allocation stuff (buffers) are not rolled back in multiplayer. So when the system does a rollback, the static stuff throws an error. I'm still not sure why the first frame needs to be skipped even when the object is unmanaged, since presumably it would not be rolled back ever, but alas.
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Thanks for the update.
I have actually been doing a lot with rollback for other reasons, and I'll say right away that it still has many problems to work out. I cannot even connect with versions past August.
So, I'm not going to stress too much about it as long as it is in beta. Any good fix added now could break later. I couldn't even use structs in one version a week or so ago, so...ya.
Once it comes out of beta it will be worth the time to add better support for. I'll probably even add my objects that handle rollback clients, events, and what not to the example project area.