Smooth Sync: Sync your Transforms Smoothly across the network

@TacoShank
They will not collide like normal physics if they are owned by two separate systems, but it will not desynchronize.

Like if one car is sitting still and another hits it, the car sitting still will not fly across the road as if the two cars are owned by the same system. The sitting still car may even still be sitting still or may be hit but more lightly. I basically don’t handle situations like that specifically, it’s just what happens when the position is determined by separate owners. The moving car may not collide on the sitting car’s system because in order to collide, it would have to go into a position the sitting still car is, which the sitting still car’s position is only determined by the sitting car’s owner and it won’t move until the moving car goes into a position the sitting car is. Gets kind of confusing to think about and even more to talk about.

Let me know if you have more questions about it. Sending over an RPC yourself on collision and AddForce() is probably the best way to handle separate owner collisions with SmoothSync.

The plugin does not do anything with the replication graph or the steam online subsystems. It’ll take into account Net Cull Distance Squared though. I didn’t even know the replication graph existed, thanks for letting me know about it. I’ll have to look into that, but it won’t be any time soon.