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I solved this by adding GetComponent<Rigidbody>().isKinematic = true; to my Arrow script in the OnCollisionEnter function.


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This is a strange behaviour in Unity's scale inheritance system. If the parent has a non-uniform scale, when you rotate the child, they deform/stretch like a rubber band. Try adding an empty child GameObject to Player GameObject and parent the Camera GameObject to empty one, and put the rotation script on Camera. This makes parent of the Camera a ...


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Would you happen to be using a socket server? Or what kind of networking system Do you use? Having a stream of floats going over the network should not cause an issue, if you use a setting on that rpc like transmission set to "reliable" (if you have this kind of system) that can cause the packet buffer to overflow on the server and cause overhead. if this ...



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