Has Unity thought of supporting dead reckoning for NetworkTransform? Or is it something clients are expected to implement? Think it might be nicer to have it directly on the engine as data transmission can be reduced (if dead reckoning predicts the location accurately). Also could have will reducing network send rate. Noticed setting the send rate at 9 causes the object to jitter on a server authoritative client object :(. This went away at highest send rate (29).
There is a great thread on this forum all about network lag and extrapolation and interpolation, can’t remember what it was called, but there was a tonne of code and discussion. Might be helpful.
For networked synced motion it seems best to code yourself since every game will likely have a different setup. For example any game where objects don’t accelerate instantly not only do you need to send position & velocity, but also commanded velocity or acceleration (so physics can be calculated locally on each client in-between network updates). I did this using UNET messages, but there may be other ways. I DeadReckoned the rigidbody/collider, but then LERPED the visual portion of the object so it doesn’t “look” jittery.