I’d love it if you could set up a tutorial , or expand on the method.
I’ve hit this snag while working on ship multiplayer, eventually the physics-run ships go out of sync, and progressively so if the ocean waves are violent enough - The client could see the server’s ship as capsized (yet still receiving input) while on the server’s side it’s just fine. Currently I’d reset the non-player ship’s location according to the actual player, but this might be a cleaner and smoother looking approach.
Thanks for all your work so far.