Howdy! Ok, so here's the scenario: I have two players (online interaction) each in control of their own deal. One is a host, one is client. That Multiplayer side of things is working just as expected. My problem comes into play where I want the player to be able to bump into the other player and make them move based on how fast they rammed them. The goal I am trying to achieve is something like real physics, but since they are both controlled by other players I am not sure if it's a network side thing, or just something I can code into the player controller as a collision. 1) If one player flies at the other player that is stationary, if the moving player stops all input at the moment of impact, I would like that inertia/force to get transferred to the other player. Not expecting the moving player to stop immediately, but I would expect the player to take on about that much speed in the general velocity I'd expect. Like a pool ball, if you will. 2) If both players are heading right at each other, they will likely essentially stop moving because of equal forces. I am fairly confident that this is possible with just... colliders + rigidbodies if they weren't being controlled by input. Or maybe I'm mistaking a networking challenge for a physics challenge? Any input is appreciated. Thanks!