Hi there. I write my own framework for TCP/UDP Client-Server app (by Net.Sockets). Server - it's my Console Net Core app for Linux (I rent server with Ubuntu and install dotnet - Screen 1) Client - it's my game on Unity (Screen 2). I have a few cubes in Unity. Current client cube has rigedbody for motion. Other cube postion lerped by response from Server. For current client cube motion I use: Code (CSharp): rigidbody.velocity = new Vector3(Input.GetAxis("Horizontal"), -gravity, Input.GetAxis("Vertical")) * speed * Time.deltaTime; After I send current position via UDP to Server, and Server send this position for other clients. What i want: if I has movement in current client and touch other cubes - they rigidbody receive velocity from me and move away from me. I know that I can detect touch rigidbody of first cube and collider of second, and send TCP command "AddForce" and make "Rigidbody.AddForce(recieved vector)", but there may be an easier way. For example, I remember was a Network Rigidbody... But this work only in Unity environment.