I read documentation about Network Physics today but cannot understand how to work with it, I want to hit 2 cars each other or push one of them the other. Cars are player so someway I have to manage that.
Physics can only occur properly in server side. So the client rigidbody will only replicate position/rotation/scale provided by the server-side rigidbody. If I’m not wrong, the actual networking solution that supports better network physics emulation is one called Fish-Net.