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Question Using Dynamic Rigidbody2Ds on client side

Discussion in 'Netcode for GameObjects' started by twingamerdudes, Apr 4, 2023.

  1. twingamerdudes

    twingamerdudes

    Joined:
    Feb 22, 2020
    Posts:
    1
    I'm making a physics sandbox game and I'm planning to add a multiplayer mode. There is one problem though, physics. Using Rigidbodies requires you to have a script called NetworkRigidBody2D. This script makes the rigidbody kinematic client side which is a problem for a game all about physics. Now if we remove it I get horrible de-sync so what should I do?
     
  2. RikuTheFuffs-U

    RikuTheFuffs-U

    Unity Technologies

    Joined:
    Feb 20, 2020
    Posts:
    440
    Hi @twingamerdudes , I don't have a direct answer to your question but I have something relevant on the long-term: NGO is not the ideal multiplayer framework for heavily physics-based game. You can read more about it here