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Question by kr0n1k · Mar 18 at 10:40 AM · physicsnetworkingsynchronization

MLAPI physics network sync problem

Hi!

I've got a problem regarding the network synchronization of physics simulations, in an MLAPI server-client networking configuration.


I have a prefab that has a mesh and the following components: BoxCollider, Rigidbody, NetworkObject, NetworkTransformation, NetworkRigidbody. If I spawn this prefab on the server and then bump into it with another object, it comes to a rest in the same state on both the server and the client.


On the other hand, if I put this prefab into the scene with the Unity Editor so that it wouldn't be spawned dynamically (as it's already present at scene load), then bumping into it with another object causes it to end up in different rest states on the server and the client. The physics simulation on the server and the client is clearly not synchronized in this case. What could be the problem?


Thanks!

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