Sync issue... :(

Hello!
I posted something like this before, but I’m still at a complete loss.
I have a multiplayer driving game (not a race, just driving). I’m not using the Unity built-in Network framework, but something my company has developed - basically every command given to a specific Unity player can also be broadcasted to all other Unity players which are connected to the server.
So far so good - but when the cars move (I’m moving them using WheelCollider.motorTorque), they run out of sync pretty fast.
I understand that interpolation might be the way to do this (we’ve tried a very wide variety of other solutions…), and I’d really appreciate it if anyone could point me in the right direction - how and where should I start?

Thanks!

sounds more like client side prediction / dead reconning is what your solution is currently missing. Only sync and interpolation won’t do it.

also using physics makes it worse as its not predictable. But given you send the torque and the rigidbodies velocity and rotational velocity along you should be able to extrapolate it within limited borders

Thank you. Is there any sort of guide or info out there that could show me some example code?