One problem with this though is your not taking into consideration each unit also has to be ticking the same number of times between each turn. So if a unit ticked on a 1 client for 20ms and on another client for 21 ms then they’ll be desynced. Is there a way to control the amount each actor is ticking from the game state? Also is the gamestate guaranteed to tick the same amount of time on each client?
Either way I’m going to have the physics problem and will probably have to use my own physics solution.