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Online multiplayer with a lot of physics interactions?
While I've read through some of the different methods for handling server/client interactions..
I'd like to know if a game that uses a fairly high number of simple physics objects (at least a few-to-several hundred sphere/box colliders) is even feasible in an online multiplayer game? The primary interaction in the game is entirely physics based for each player.
If that's not, could lan have a shot?
Thanks for any help with this :)
Answer by syclamoth · Sep 15, 2011 at 06:37 AM
I would recommend using a custom-built, simplified physics engine. The problem with the inbuilt one, is that for complex interactions it is too imprecise to guarantee that the result will be the same on all computers- and if you do it authoritatively, then you need a very large amount of network traffic to keep every object synchronised. Online, it would be tricky to manage outside of absurdly fast cable connections, but I think you could get away with it on a LAN.
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