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Are Rigidbodies more tasking on the server compared to transform based movement?

Discussion in 'Multiplayer' started by Ik-Dev, May 12, 2023.

  1. Ik-Dev

    Ik-Dev

    Joined:
    Sep 14, 2022
    Posts:
    7
    I am trying to make a flying game that will have 30 players in a match. Would using transform based movement for the plane be a lot less tasking on the server, compared to using a rigidbody?
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    4,379
    30 rigidbodies amount to computationally next to nothing even for a low end machine.
     
  3. Lukeesta

    Lukeesta

    Joined:
    Jan 7, 2016
    Posts:
    68
    If you don't need dynamic bodies for realistic physics based collisions don't use them. Move your planes using a KCC (Kinematic Character Controller) and just store and calculate velocity of your plane manually. Dynamic bodies in multiplayer are rarely used due to all the complications they come with.