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               Question by 
               zakrzus1 · Nov 18, 2016 at 07:43 AM · 
                movementmultiplayersynchronization  
              
 
              [UNET] Arbitrary movement on client side.
Hi, I am making 2D multiplayer platformer game and I came across a big problem. My movement is based on syncing rigidbody 2D with Network Transform component. All parameters is set to default. i have also all animations synced.
im moving characters thru rigidbody2D.AddForce.
Sometimes when i stop moving, my character is slowly sliding until i make a move on server side, then player snap to its position.
I dont know whats going on, ive tried many options in network manager, natwork transform but without result.
Anyone have the same issue ?
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              koobas.hobune.stream
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