here is my setup
https://github.com/Chambrse/netcodephysics
the docs say:
https://docs.unity3d.com/Packages/com.unity.netcode@1.2/manual/physics.html
"This works without any configuration but will assume all dynamic physics objects are ghosts, so either fully simulated by the server (interpolated ghosts), or by both with the client also simulating forward (at predicted/server tick) and server correcting prediction errors (predicted ghosts), the two types can be mixed together. To run the physics simulation only locally for certain objects some setup is required."
https://docs.unity3d.com/Packages/com.unity.netcode@1.2/manual/networked-cube.html
I just have a single subscene with the plane and sphere. the sphere is positioned above the plane. the sphere has components as in the screenshot. Then I use the basic game.cs and goingame.cs setup as described in the networked cube example linked above. It does not include the cube-player specific stuff because for now I don't care about ghosts with owners or input, I just want some physics objects to simulate on the server and update on the client. the connection piece seems to work just fine, but the sphere just hovers there mocking me. In the scene view, the sphere falls according to physics. That's all the converted subscene stuff though I'm pretty sure and does not indicate that successful snapshots are being sent.
Thank you for any advice!
