Hello there! I'm working on a co-op game based on physics interactions, and one crucial aspect involves players carrying an object together. I've implemented client-authoritative movement (cheating isn't an issue for us). However, the challenge arises because both players influence the carried object simultaneously. Assigning ownership to just one player isn't feasible; it needs to be "shared" since they move together. The approach I've considered involves using joints. I've added two joints for players, and each client simulates the local movement of the carried object to mask network lag. While this method shows promise, I've encountered a problem I've dubbed "the drifting problem." Despite tweaking ConfigurableJoints extensively, I haven't found a solution to the drifting issue. Perhaps I'm using the wrong joint type or missing a specific setting? Alternatively, I'm contemplating disabling physics entirely when the second player picks up the object and calculating movement using mathematical calculations. This seems simpler, although I haven't tested it yet. If anyone has implemented a similar feature or has insights on how to achieve this or can pinpoint where I might be going wrong, I'd greatly appreciate your wisdom. I'm feeling quite exhausted dealing with this mechanic... Thanks, Mike.