Network Rigidbody
This component allows you to very easily utilize the Rigidbody over the network. It helps sync the actual forces of the Rigidbody, and utilizes physics to smoothly align it across the network.
If you need physics in multiplayer, you might want to read the Physics In Multiplayer page
Settings
It's a highly dynamic component, so although the default settings should work well for a lot of cases, it's recommended to familiarize yourself with what the various settings do.
A lot of values behind the scenes are modified dynamically, which is why so many settings are exposed. Things like a flat acceptable error threshold or hard correction threshold, yielded bad results during collision and faster movement, which is why the acceleration settings help to dynamically expand the acceptable ranges during big acceleration changes.
Owner Auth
Decides who holds the truth of the simulation. Server or Owner
Acceptable Error
How far from the actual position is it allowed to be to stop correcting
Hard Correction Threshold
How far from the actual position is it allowed to be, before teleporting
Max Correction Time
For how long can it stay outside of acceptable error before teleporting (-1 for infinity)
Spring Constant
The stiffness of the force pulling the object towards the target position
Damping Constant
The resistance applied to smooth out the movement and match the target's velocity. Helps prevent oscillation.
Rotation Spring Multiplayer
Multiplier for rotation correction strength relative to position correction
Min Rotation Correction Angle
Minimum angle error (degrees) before applying rotation correction
Uncertainty Spring Dampening
How much to reduce spring strength based on recent acceleration. Higher = more reduction during collisions
Acceleration Decay
How quickly the tracked acceleration decays back to zero
Hard Correction Acceleration Scale
How much to increase hard correction threshold based on recent acceleration
Max Hard Correction Multiplier
Maximum multiplier for the hard correction threshold
Low Speed Threshold
Speed under which we relax the spring to prevent jitter while moving slowly.
Low Speed Spring Multiplier
How much to weaken the spring at low speeds (0.1 = 10% strength)
Extrapolate Based On Ping
Whether the target position should extrapolate based on local ping
Max Forces Per Tick
Limit on how many specific force events (like AddForce/Explosions) can be synced in a single frame to prevent flooding
Thresholds
Minimum movement required to trigger a network update

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