I’m making a physics sandbox game and I’m planning to add a multiplayer mode. There is one problem though, physics. Using Rigidbodies requires you to have a script called NetworkRigidBody2D. This script makes the rigidbody kinematic client side which is a problem for a game all about physics. Now if we remove it I get horrible de-sync so what should I do?
Hi @twingamerdudes , I don’t have a direct answer to your question but I have something relevant on the long-term: NGO is not the ideal multiplayer framework for heavily physics-based game. You can read more about it here