Adding a joint during runtime seems to create a lot of weird behavior when there is any latency added (runs as expected if Client send/recv delay is 0).
Most likely it has to do with the joint not being a predicted entity (both of the connected entities of the joint are properly predicted).
I currently create the joint in the following way:
var joint = PhysicsJoint.CreateFixed(rbTf, new BodyFrame());
var jointEntity = ecb.CreateEntity();
ecb.SetName(jointEntity, $"FixedJoint {e.EntityA.Index} - {e.EntityB.Index}");
ecb.AddComponent(jointEntity, new PhysicsConstrainedBodyPair(e.EntityA, e.EntityB, false));
ecb.AddComponent(jointEntity, joint);
ecb.AddComponent(jointEntity, physicsWorldIndexType);
I’m probably missing a few components that the joint is properly working in the prediction loop.
Is it currently supported to create joints at runtime for a networked physics-based game running predictions?