I'm developing an arcade-style racing game where I use only rigidbody physics to move the cars, mainly using rigidbody.velocity for forward motion, rigidbody.MoveRotation() for steering and rigidbody.MovePosition() for road alignment. For each car, I use a NetworkTransform set to "Rigidbody 3d" and sendInterval=29 to sync them over the network, but give the client authority over its own car.
However, when I try a LAN game, the client lags behind, as if there's a significant delay of maybe...
Rigidbody/LAN latency
However, when I try a LAN game, the client lags behind, as if there's a significant delay of maybe...
Rigidbody/LAN latency