Smooth movement of replicated objects

Background: Racket&ball VR game

When the clients hit the ball themselves it moves smoothly, but when the other client hits the ball the ball stutters. My assumption is that the person who hits the ball has the client authority to update the ball’s position so it looks smooth but for the other player it causes the issue as the calculation has to be made in the server.

I am looking to find a way to fix it, I think that making it so that the physics of the ball is calculated locally for each client and the server only updates the linear and angular accelerations after the client hits the ball.

Is there a built in option for that?

  • Physics on client
  • Server updates physics outcome after opponent hits the ball, passes to each client the accelerations, from there the local physics continues

You could try temporarily disabling correction being imposed on the ball and see if that helps or outright solves the problem.