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How do I properly account for, and send collision data over a network?
I'm fairly new to the new Unity Networking Systems, currently running 5.4.2, and ran into an issue similar to the one found in this StackOverFlow post.
http://stackoverflow.com/questions/37726085/unity-5-multiplayer-collision-glitches
All collisions that occur on the Host/Server happen as expected, but any that happen on a Client are extremely dampened to the point where it is almost negated. As the author notes, it doesn't seem to have anything to do with Inspector settings for the Rigidbody/Network Identity/Network Transform/Project Physics. I assume it is because the collisions are happening client-side and aren't being propagated to the network. However, every tutorial I have seen seemingly glance over this issue. That StackOverFlow post is the only documented case I've found for the issue and it is apparently affecting a lot of people. It even occurs in the Unity Tanks networking tutorial/game on the asset store. I'm not sure if I simply missed a key step seeing is this is my first in-depth project using the system, or if I am approaching this the wrong way. Any help is greatly appreciated!