basketballNetwork 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.

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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.

Setting
Effect

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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