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When you use two different physics engines, it will be almost impossible that they will always come to the exact same results. Large physics systems can behave quite chaotically (small changes in variables create drastically different outcomes). So considerable desynchronization will become inevitable. The most obvious solution would be to keep the physics ...


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Intro One smooth way to do this is to interpolate for a short period of time if the postions are "near enough" just for a "viewing" perspective, but still have the "proper position" in sync with the server for collisions and so. Definition of "near enough" Near enough is "what typically will happen in normal operation" of your servers, and to calculate ...


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Interesting Question! Let me try to answer some of your points: 1 - How do I simulate physics on the server, do I need to rewrite parts of client side on the server side using a JavaScript physics engine? Yes, essentially, thats what you would do, if you want physics on the server. You have to ask you the question: Do I need the server to validate ...


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You'll want to take a different approach for this. Rather than trying to change the players' positions based on who the local player is, move/flip the camera to orient around the local player. Here's one way you could do this: Create a component to attach to your camera: using UnityEngine; using System.Collections; public class PlayerCamera : ...



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