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Any networking examples using physics engine on server?
All examples of networking I've found never use the Unity physics engine. The "server" seems to just relay messages around like Photon. I want one master to run the simulation and update clients with physics state data. Clients just send over input controls and display game objects and VFX that are not participating in physics.
At most 8 players. They will be in the same zone.
Why not just calculate physics on the server, and send the positions, rotations, scale and other required data like the speed to all the clients, for them to render it? That's how it usually works.
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