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Question by
turnipinrut · Apr 29, 2018 at 07:13 AM ·
2dmultiplayerphysics2d2d-physics2d rotation
Why is the Unity 2D physics engine only deterministic when Z axis rotation is frozen?
Hi guys
I have a simple turn based network multiplayer game that uses physics2D.
It's important that the physics2D simulation behaves exactly the same on both clients.
If i freeze the Z rotation on the RigidBody2D, then it works great and the simulation plays out exactly the same on both clients every time.
But if rotation is enabled then the simulation is different on each client.
Does anyone have any idea why this might be?
Is rotation calculated differently to velocity etc?
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