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Question by Sludgemonster · Dec 29, 2019 at 08:51 PM · physicsrigidbodynetworkingvehicles

Networked vehicle physics - to rigidbody or not rigidbody?

I'm trying to find the best approach for networking ve$$anonymous$$cle physics.
Right now I have a rigidbody on the parent and everyt$$anonymous$$ng works fine non-networked, but the problem appears when trying to get t$$anonymous$$s to work over a network (using Mirror).
Yes physics and networking do not mix well. So what approach would you use for t$$anonymous$$s?

-Ditch the RB and use raycasts for collision detection? How would you simulate all other physics in general?
-Keep the RB? Then how would you approach collisions on all other players with local authority?

I see people on forums speaking of how ditc$$anonymous$$ng Unity's physics and simulating your own is a simple task, yet I haven't found any good examples of anybody doing that.

Thanks for the help -- I'd appreciate any insight

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avatar image lgarczyn · Jan 07, 2020 at 12:21 AM 0
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It really depends how complex the movements will be. Do you simply want to move around and not hit walls? Do you want bounce and player vehicles getting hit off course? Do you want to simulate inter-player collisions?

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