I'm trying to update rigidbody information via an RPC call, and I wanted to know if there is any way to manually update the physics simulation on an object to adjust for lag. Code (csharp): function OnCollisionEnter( other : Collision ) { if( Network.isServer ) { networkView.RPC( "RPCHandleCollision", RPCMode.Others, rigidbody.position, rigidbody.velocity ); } } @RPC function RPCHandleCollision( pos : Vector3, vel : Vector3, info : NetworkMessageInfo ) { rigidbody.pos = pos; rigidbody.vel = vel; var dt = Network.time - info.timestamp; // I need to update the physics object here. // I could loop it myself, but an API call would be // safer, wouldn't it? // Otherwise I'd do something like this... while( dt > Time.fixedTime ) { rigidbody.pos += rigidbody.vel * Time.fixedTime; rigidbody.vel += Physics.gravity * Time.fixedTime; dt -= Time.fixedTime; } } Or is Unity automagically detecting when rigidbodies are affected by network views, and firing off a series of FixedUpdate() calls to compensate?