Hi,
does anyone know a solution (or the right settings) for two rigidbodies, one on a client, one on a server?
If I enter my car and make the car a player object, I can drive it and it gets syncronized like it should.
But if I hit another one, they ignore collisions until the next sync and then jump in the air, since they are half overlapping.
If I put both on the server, I can’t drive them anymore.
why do they ignore collisions? nothing in the networking would make them do that.
In frames, 60 FPS, 30 updates per second:
- Client sends position A, just before collision
- Client sends nothing, collides with other car
- Client sends position B, after collision. Server updates the client object and they are suddenly overlapping. Physics get calculated and they explode from another
Edit: oh my god, I’m so sorry. One of the colliders was on the wrong layer.