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Question by mrawesome4212 · Nov 29, 2014 at 04:19 PM · networkingserverclientfailure

How can I sync rigid bodies over a network?

So I'm not the best at coding and i have to sync rigidbodies over a network or server. Here is the script I have:

     using UnityEngine;
     using System.Collections;
     
     public class rubbleupdate : MonoBehaviour {
     
         //vars\\
     
         private Vector3 lastpos;
         private Quaternion lastrot;
         public bool isserver = true;
     
     
         void Start () {
     
             if (Network.peerType==NetworkPeerType.Server) {
     
     
                 networkView.RPC("updatemov",RPCMode.OthersBuffered,transform.position,transform.rotation);
     
             } else 
             {
                transform.rigidbody.isKinematic = true;
                 isserver = false;
             }
         
         }
     
         void Update () 
         {
             if (isserver == true)
             {
     
     
                 //update movement
                 if (Vector3.Distance(transform.position, lastpos) >= 0.1)
                 {
                     //update last pos
                     lastpos = transform.position;
                     networkView.RPC("updatemov", RPCMode.OthersBuffered, transform.position, transform.rotation);
                 }
     
     
                 if (Quaternion.Angle(transform.rotation, lastrot) >= 1)
                 {
                     lastrot = transform.rotation;
                     networkView.RPC("updatemov", RPCMode.OthersBuffered, transform.position, transform.rotation);
                 }
             }
         }
     
     
     
     
     
     
         [RPC]
         void updatemov (Vector3 newpos, Quaternion newrot)
         {
             transform.position = newpos;
             transform.rotation = newrot;
         }
     
     
     
     
     
     
     
     
     
     }

What happens is the server side it works fine and on the player side everything is frozen and will not move.

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Answer by DezBoyle · Dec 01, 2014 at 01:50 AM

Check this out - it explains how to sync rigidbody players with lag compensation and smoothing - link text

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Answer by Fuestrine · Aug 28, 2017 at 08:17 PM

This is how I synced my rigidbodies over the network. It uses a buffer of states to perform interpolation and extrapolation so everything is smooth and responsive.

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