Smooth Sync: Sync your Transforms Smoothly across the network

@GuacFrog
Because the physics have to happen on the same system that determines the box position. In a game like Rocket League, the server determines the position of everything (with client prediction though so it seems like it’s not). If you hit it on the client, it’s not really hitting it on the server. Your client player would have to try to go into a position that it can’t because the box is there in order for it to hit on the server. I thought I made it clear that you wouldn’t be able to physics when two separate systems are trying to physics together. If you think not though, I’d be happy to offer a refund.

Sending an RPC to the server to move the box when you hit it on the client may work, but it depends on what you are trying to do for your game.