I asked in the networking section and had no luck, so I decided to try asking here instead. I'm using a rigidbody, network transform and network rigidbody for my players' movement and it works just fine for the host. For the clients though, it for some reason is moving the player when all he has is angularvelocity. I'm even looking in the editor and all he has there is angularvelocity with his regular velocity set to 0. Are there any known causes of this? Also, please let me know if more information is needed.
#Need help with NetworkRigidbodies
1 messages · Page 1 of 1 (latest)
it's supposed to be an airplane game
do you have a clip so i can understand better?
I can try to get one, I'm not sure if it will work though.
how about just a screenshot
i don't know if you're supposed to use network transform and network rigidbody at the same time, are you?
I think you are https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/physics/index.html#networkrigidbody
There are many different ways to do physics in multiplayer games. Netcode for GameObjects (Netcode) has a built in approach which allows for server authoritative physics where the physics simulation is only run on the server. To enable network physics add a NetworkRigidbody component to your object.
This video is kind of the same thing except it records what's happening on unity's side
Any ideas?
are you still there?
yeah i'm not sure