Inconsistent player movement

Im having a distributed authority topology for network manager. Each player is controlling they own capsule with a rigidbody using physics. When they are moving, other player is seeing inconsistent movement that isnt smooth and there is some latency. 1 second after actual player moved.

Idk is this normal?

Depends on your location and Internet speed. Assuming you aren’t very far from Unity’s servers and have a good connection a 1000 ms latency seems extremely high.

Then again, anything could look like latency but actually isn’t. Be sure to use Network Monitor to show your stats and also check if you have Network Simulator in the scene and perhaps set to emulate a mobile connection.

Lastly, you should be aware that dynamic rigidbody physics for networked player objects is never going to work like singleplayer physics. There will always be collision resolution fighting / snapping and things like that. Most networked games are best adviced to only use kinematic rigidbody physics for their players.