@nynjardin Generally if you want networked objects to interact well via physics you need them all to be owned by the server. Alternatively you can make sure the force is always applied on the owner and you will be able to move things but you will see delays and weirdness during any physical interactions between actors with different owners. So the trade off is either a delay when players try and interact with things because their interaction needs to be relayed to the server that owns everything, but you’ll have smooth and correct interactions between objects; OR delays and weirdness when objects physically interact, but players can interact with objects they own instantly. It will depend on your game which route you go.
At least I think that’s what you’re running in to, a 300-500 ms delay is pretty long. Do those two balls have different owners in your scenario? Can you narrow down the test to add the radial force on a keypress instead of collision? I’m wondering if the delay is in applying the force or in detecting the collision itself.