I don't understand much about NetworkRigidbody so I'll shoot in the dark and tell me what's correct/incorrect. - why in update do I read transform.localPosition =, why not transform.position ? - why update and not fixed update? Don't you want to overr write the rigid's computation at all sub frame, just in case rigidbody.interpolation is turned on ? - I understand stream.iswriting only receives when it's a client, the own sends. Does this means that if on a client, a player bumps into my player but for some reason on my machine the client player doesn't that my player will not feel the impact on my machine ?